TEXT:  SSDCE203
  ISBN 1-931320-05-5
  Alliance Weapons Manual
  ™
  Game Accessory
  Game Accessory
  
  In This Manuscript...
  A-GRAV VS. I-GRAV
  AHWs
  ARMOR: SPECIALIZED ARMOR
  ARMOR: HELMETS
  ARMOR OPTIONS
  ARMOR OPTIONS - OPTIONAL RULES
  APWS - OPTIONAL RULES
  ARM ROCKET RIFLES
  ATTRACTOR/REPRESSOR BEAMS
  ATTRACTOR/REPRESSOR - OPTIONAL RULES
  CAROUSEL GUNS
  CHEMICAL/BIOLOGICAL WEAPONS
  CHEM/BIO WEAPONS - ADDITIONAL RULES
  CYBERNETICS
  CYBERTRONICS
  DAMAGE TO DIE ROLL CONVERSIONS
  DETECTION EQUIPMENT
  DISINTEGRATORS 
  DISPLACEMENT DEVICES - OPTIONAL RULES
  DISPLACEMENT WEAPONS
  DROP PODS
  ENERGY CONSUMPTION - ADDITIONAL RULES
  ESPIONAGE EQUIPMENT
  EXPLOSIVES
  FALLING DAMAGE - OPTIONAL RULES
  FIRE - OPTIONAL RULES
  FLAMETHROWERS
  FLUX INTERFERENCE GENERATORS
  FIGS - OPTIONAL RULES
  FLUX SHIELDS - OPTIONAL RULES
  GAUSS GUN - OPTIONAL RULES
  GEWS - OPTIONAL RULES
  GRENADES
  HEAVY ARMOR - OPTIONAL RULES 
  HUMOR
  IFF RULES
  K-SAT OPTIONS
  LASERS - IMPACT LASERS
  LASERS - PAINTING LASERS
  LAMS - ADDITIONAL RULES
  LIGHT SWORDS - OPTIONAL RULES
  MAG GUNS
  MAZIANS - OPTIONAL RULES
  METAL GUNS
  MICRO-GRENADES
  MICRO-GRENADE LAUNCHERS
  MINES
  MISSILE TECHNOLOGY - ARM ROCKET RACKS
  MISSILE TECHNOLOGY - REFLEX MISSILE RACKS
  MISSILE TECHNOLOGY - RULES CLARIFICATION
  MODERN HAND WEAPONS
  NEURO CANNONS
  OPERATIONS EQUIPMENT
  PARASITES
  PERSONAL EQUIPMENT
  POISONS -  ADDITIONAL RULES
  PMS2 LAUNCHERS
  PULSE WEAPONS - OPTIONAL RULES
  RAD CANNONS
  SMART GUNS
  SMART GUN ACCESSORIES
  THERMATICS 
  TELEPORTATION VS. DISPLACEMENT 
  WEB GENERATORS - OPTIONAL RULES
  AMMUNITION: APWS
  AMMUNITION: COMPACT ARTILLERY
  AMMUNITION: GAUSS GUNS
  AMMUNITION: MAG GUNS
  AMMUNITION: MORTARS
  AMMUNITION: PARASITE DISKS
  AMMUNITION: SHOTGUN SHELLS
  AMMUNITION: SMART GUNS
  AMMUNITION: WEB GENERATORS
  MISSILES: PMS2 MISSILES
  MISSILES: REFLEX MISSILES
  APPENDIX A: ARMOR OPTION COMPATIBILITY 
  APPENDIX B: METAL ARMOR OPTION LISTING
  APPENDIX C: WEAPON NOISE LEVELS
  ...AND MORE!
  OCK-N-LOAD: RELOADED
  The PDF you have in your grubby little hands, or on your
  grubby little screen, is the compilation of material that did
  not make it into SSDC’s Lock-N-Load books. We’re releasing it
  to the general public in the hopes that you might find some of
  it useful or at the very least, entertaining.    
  Before you turn up your nose at the “rejects” you should know that
  there are a lot of reasons this material didn’t make it into the Lock-N-Load
  books.  Sometimes we - we being the editors and company owners - felt the
  material was inappropriate for the setting.  Other times we felt the mater-
  ial would dramatically alter game play or game balance.  Heck, sometimes
  we just came up with the idea after the books had gone to press.  Not all of
  this material is a hazard to game balance.  Some of the material was sim-
  ply cut due to lack of space in the book.  Other times we felt the material
  had a lot of merit, but would over-complicate an already detailed game
  system.  BMs should feel free to pick and choose what optional rules and
  items they want to use. A check-list has been provided so you can clearly
  indicate to your players which rules and items you’ll be using. 
  To help you sort out what’s what, all of the items in this manuscript
  have been labeled with a Game Balance Value (GBV). Before you ask, yes
  we do love acronyms.  Get use to it, there are lot more in this PDF!  The GBV
  indicates the likelihood that allowing this item in your game will cause
  problems, start arguments, disturb game play, destroy game balance, or
  otherwise fracture the space-time-carnage continuum. The higher the GBV
  the more likely the item or rule may cause problems.  Most of these ratings
  are judgment calls on the editor’s part and some devices and rules may be
  more or less detrimental to game balance than advertised.  Battle Masters
  allow these items at your own risk, and players should employ them with
  caution. Note: Sometimes particular items are assigned individual GBVs,
  on other occasions an entire class of items or weapon system (like
  Parasites) are assigned a GBV as a whole.
  As a final note, I’d like to point out that most of the material in this PDF
  was assembled from the editor’s forum discussions.  As a result, much of
  this material has undergone minimal editing and even less play-testing.  In
  addition, a bunch of editors doing some friendly bickering on an Internet
  forum makes it really hard to establish authorship of the text included
  within this document. Some of the ideas in here were the genius of a sole
  editor, while others were a collaborative effort. As a result, I’m just going
  to credit everybody to reduce the chances of me being pulse blasted or
  thwacked.  Please forgive me if leave you out of the credits.  Please don’t
  tell anybody if I put you in the credits by mistake. 
  Best of luck, 
  Tony “Warmonger” Oliveira
  Warmonger’s Rule:
  “If you’re not excessive, then you’re never really sure.”
  I think I followed that rule to a “T” when I assembled this monster.
  1
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  INTRODUCTION
  CHAPTER 1
  GRANNY’S BASKET • V.1.0
  Granny’s Basket: Lock-N-Load RELOADED
  Version 1.0
  Author: Tony Oliveira
  Additional Text: Tom Javoroski, Kevin Taufner, Michael Osadciw
  Concepts: Keith Klee, Tom Javoroski, Michael Osadciw, Tony Oliveira,
  Tyson Mueller, Louis Norton, Aaron Thies, Kevin Taufner, Michael Wagner
  Material assembled by: Tony Oliveira
  Material Edited by: Aaron Thies, Keith Klee, Tom Javoroski, Tony
  Oliveira, Kevin Taufner
  
  2
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  1 • TABLES
  Game Balance Rating (GBV)
  The game balance value scale runs from 1 to 5 as follows:
  GBV 
  Explanation
  1
  Little or no effect on game play and balance.
  Safer than a dead Furble. 
  2
  May have some effect on game play and balance.
  Still safer than being the only guy in the landing
  party with a red shirt.
  3
  Moderate effects on game play. Probably no worse
  than showing your players Lock-N-Load for the
  first time.  
  4
  Likely to significantly change game play, start
  arguments, and require some execution deci-
  sions, er… I mean executive decisions, by the
  Battle Master.  More dangerous than a Phentari
  with a license to kill and an itchy trigger tentacle. 
  5
  Dramatically affects game balance. Use these
  rules and items with caution. Worse than a drunk
  Orion with a time machine and a backpack nuke.
  ?
  GBVs higher than 5 or lower than 1 will only be
  found in the Humor section of this PDF.  They’re
  our feeble attempts to be funny. 
  N/A
  Rules with no GBV values may simply be clarify-
  ing an existing rule or be “official.”
  Alternatively, some ammunition for new weapon
  systems does not have a GBV, because the GBV is
  assigned to the new weapon system as a whole. 
  OPTION
  SIZE
  ENC
  LOC
  COST
  Non-Stick Coating
  B
  0.5
  -
  100
  Polymerized Armor
  2
  4
  -
  spec
  NEC
  7
  2
  Chest
  30,000
  Lizard Tail Plating
  2
  2
  spec
  500*
  Mine Detector
  1
  1
  Leg
  10,000
  Jammer Detector
  1
  0.25
  spec
  2,000*
  Crystal Shield
  1
  10
  Arm
  10,000
  Grounding System
  12
  4
  Leg
  6,000
  Halon System
  4
  2
  All
  300
  Heat Sinks
  5
  4
  spec
  500*
  Anti-Laser Coating
  B
  0.5
  -
  40,000
  Anti-Wave Generator
  1
  10
  Head
  2,000
  Anti-A/R Grenades
  0
  0.5
  spec
  200
  Chaff Ejectors
  1
  3
  Arm
  20,000
  Frictionless Flux
  2
  3
  Chest
  1,500
  Grenade Pusher
  10
  2
  Chest
  20,000
  Feynman Field Generator
  5
  4
  Chest
  20,000
  Crystalline Coating
  B
  2*
  spec
  3,000*
  Fire-Control Computer
  1
  1
  Helm
  120,000
  Flux Shield 2
  14
  11
  Chest
  1.0M
  Flux Shield 3
  12
  10
  Chest
  1.5M
  Flux Shield 4
  10
  9
  Chest
  2.0M
  Flux Shield 5
  8
  8
  Chest
  2.5M
  Hard Point
  1
  1
  Arm
  var
  Internalized Weapon
  var
  var
  Any
  250 x Size
  Liquid Rad Liner
  B
  2
  -
  5,000
  SAWM (Small)
  5
  1
  Any
  20,000
  SAWM (Large)
  10
  2
  Arm
  35,000
  Spikes
  0
  SC x 2
  All
  1000 x SC
  Toaster System
  7
  5
  All
  10,000
  ARMOR OPTIONS PG. 11
  TYPE
  ELE
  EMP
  SPACE
  COST
  External Output Coil
  15
  20
  0.1
  250,000
  External Range Coil
  12
  12
  0.1
  50,000
  HUD Contact Lenses
  20
  20
  0
  2,000
  Surprise Trigger
  45
  45
  0.3
  45,000
  CYBERTRONICS PG. 21
  Bomb Detonator
  95
  1
  1,000
  ITEM
  SS
  ENC
  COST
  Explosives Detector
  95
  35,000
  3
  DETECTION EQUIPMENT PG. 22
  ITEM
  SS
  ENC
  COST
  Za’l Stasis Generator
  90
  3
  30,000
  Zombie Generator
  85
  3
  50,000
  PERSONAL EQUIPMENT PG. 24
  Biomech Duplicator
  95
  1
  100,000
  Texturinzing Agents
  100
  1
  1,000
  ITEM
  SS
  ENC
  COST
  Booby-Trap Trigger
  95
  var
  2,000
  Coloring Agents
  100
  1
  300
  ESPIONAGE EQUIPMENT PG. 22
  TYPE
  ELE
  EMP
  SPACE
  COST
  Mental Trigger
  30
  20
  0.4
  varies
  CYBERNETICS PG. 20
  95
  1
  ITEM
  SS
  ENC
  COST
  95
  1
  Passive IFF Receiver
  500
  Radar-Laser Sight
  1,500
  95
  3
  95
  5
  Target Locator
  2,000
  Target Locator PLUS
  10,000
  OPERATIONS EQUIPMENT PG. 23
  TYPE
  POINTS
  SS
  ENC
  COST
  Marshal
  700
  100
  7
  1,000,000
  Secret Service
  1,000
  100
  1
  1,500,000
  Panther
  1,300
  110
  .5
  2,000,000
  Costner
  1,700
  120
  .75
  2,500,000
  PERSONAL DEFENSE SHIELDS PG. 24
  
  3
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  TABLES
  ARMOR - HELMETS PG. 10
  TYPE
  THR
  AI
  AR
  ENC
  ELE
  EMP
  FIR
  CLD
  COST
  Bite Helm
  6
  6
  10
  5
  10
  20
  45
  45
  3,000
  Bite Helm Heavy
  12
  18
  30
  10
  90
  85
  90
  90
  50,000
  Bite Helm Custom
  Special
  +20%
  ARMOR - SPECIALIZED ARMOR PG. 10
  ARMOR INTEGRITY
  ARMOR ABSORPTION
  TYPE
  THR
  CHEST
  ABD.
  ARMS
  LEGS
  CHEST
  ADB.
  ARMS
  LEGS
  ENC
  ELE
  EMP
  FIR
  CLD
  COST
  Gemini Armor
  SPECIAL
  var
  var
  var
  var
  20K + 3x
  MISSILE RANGE BRACKETS
  1
  2
  3
  4
  5
  6
  7
  8
  Distance (m)
  01-50
  51-150
  151-250
  251-500
  501-1000
  1001-2000
  2001-3500
  3501+
  ATTRACTOR/REPRESSOR BEAMS PG. 29
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  Nutcracker
  105
  90
  70
  50
  20
  00
  -
  -
  98
  100
  1/3
  50
  6-36
  50
  600,000
  Rattler
  100
  88
  60
  10
  -20
  -
  -
  -
  97
  98
  1/3
  25
  8-48
  45
  800,000
  Ravager II
  100
  88
  60
  10
  -20
  -
  -
  -
  97
   98
    1
  10
  4-24
  35
  160,000
  Soulshaker
  109
  80
  74
  50
  20
  -20
  -
  -
  100
  100
  1/3
  20
  8-80
  65
  1.5M
  BC-Shatter
  108
  70
  66
  40
  10
    -
  -
  -
  100
  100
  1/9
  10
  5-50
  25
  5.0M
  Mixmaster
  102
  87
  65
  40
  20
  00
  -
  -
  99
  99
  1/3
  25
  6-60
  50
  1.0M
  Able Positive
  100
  90
  70
  50
  30
  10
  00
  -
  99
  100      1
  6
  5-30
  35
  400,000
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  SlugCharger
  80
  75
  62
  50
  43
  20
  10
  00
  96
  94
  1
  8
  5-50
  14
  420,000
  SlugGun
  85
  75
  65
  50
  45
  20
  00
  -10
  97
  96
  1
  25
  6-36
  12
  250,000
  Titanus
  60
  50
  45
  32
  20
  10
  5
  -10
  97
  98
  1
  10
  6-36
  28
  550,000
  Tornado
  99
  70
  60
  50
  42
  35
  20
  15
  100
  100
  1
  12
  8-64
  15
  450,000
  TripleShock
  80
  70
  60
  45
  40
  10
  00
  -
  97
  90
  3
  24
  6-36
  18
  400,000
  Archer II
  93
  88
  77
  60
  47
  35
  5
  -
  99
  98
  1
  30
  8-48
  15
  750,000
  RockRocket
  88
  77
  60
  55
  42
  34
  20
  10
  99
  99
  1
  20
  6-36
  20
  620,000
  CAROUSEL GUNS PG. 31
  ARCHAIC HAND WEAPONS PG. 26
  TYPE
  1
  2
  3
  4
  5
  6
  7
  P
  SS
  ROF
  Q
  DAM
  IR
  ENC
  COST
  Bayonet
  80
  -
  -
  -
  -
  -
  -
  25
  50
  1/4
  -
  1-8
  1
  1*
  10
  Crystal Dagger
  50
  -
  -
  -
  -
  -
  -
  02
  50
  2
  -
  1-4
  1
  1
  500
  Double Sword
  80
  -
  -
  -
  -
  -
  -
  45
  75
  1/3
  -
  1-8
  3
  4
  120
  Flash Crystal
  80
  -
  -
  -
  -
  -
  -
  -
  05
  2
  -
  spec
  0
  1
  250
  Hot Rocks
  80
  50
  00
  -
  -
  -
  -
  -
  40
  1/4
  -
  spec
  0
  3
  1,000
  Kizanti Phase Weapon
  75
  -
  -
  -
  -
  -
  -
  15
  50
  1
  -
  spec
  1
  1
  100x
  Mazian Horse Shoes
  60
  35
  -15
  -
  -
  -
  -
  05
  80
  1
  -
  1-6
  2
  1
  15
  Razor Whip
  70
  -
  -
  -
  -
  -
  -
  -
  15
  1/2
  1
  1-8
  3
  5
  500
  Shatter Dagger
  50
  -
  -
  -
  -
  -
  -
  -
  40
  1/6
  1
  spec
  0
  3
  50
  Special
  ARM ROCKET RIFLES (ARR) PG. 29
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  Porcupine
  102
  87
  65
  40
  20
  00
  -
  -
  99
  94
  Spec
  Var
  Var
  7+Q
  3000
  Freefire Rifle
  100
  90
  70
  50
  30
  10
  00
  -
  98
  98
       1
  8/12
  Var
  10/12
  6000
  Freeshoot Rifle
  108
  70
  66
  40
  10
    -
  -
  -
  97
  99
  3
  8/12
  Var
  10,000
  12/14
  
  4
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  1 • TABLES
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  Backup Mark V
  90
  35
  -
  -
  -
  -
  -
  -
  90
  50
  1
  4
  3-18
  1
  40,000
  DISINTEGRATORS PG. 34
  HAND AND DISCHARGE WEAPON RANGE BRACKETS
  1
  2
  3
  4
  5
  6
  7
  8
  Distance (m)
  00-05
  06-15
  16-25
  26-50
  51-150
  151-300
  301-750
  751+
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  Savage-E
  75
  75
  65
  35
  10
  -
  -
  -
  98
  88
  1
  8
  4-16
  4
  150,000
  Shotgun-1
  98
  40
  20
  -20
  -
  -
  -
  -
  99
  80
  1
  8
  Spec
  5
  500,000
  Sherman
  100
  90
  20
  15
  -
  -
  -
  -
  99
  84
  1
  10
  Spec
  12
  2.5M
  LASERS - IMPACT LASERS PG. 43
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  Xile
  78
  70
  45
  35
  15
  00
  -
  -
  95
  95
  1
  45
  2-8
  8
  40,000
  AD-214
  86
  65
  55
  45
  30
  20
  10
  -
  98
  95
  1
  30
  3-10
  11
  70,000
  Xpulse
  80
  60
  50
  30
  20
  10
  -
  -
  98
  97
  1
  45
  2-12
  10
  80,000
  Xpulse 2
  82
  73
  65
  50
  35
  20
  05
  -
  99
  97
  1
  45
  4-24
  9
  130,000
  AD-1812
  79
  73
  65
  50
  35
  20
  05
  -
  99
  94
  1
  30
  4-24
  15
  280,000
  Xpatriot
  89
  70
  60
  40
  30
  10
  00
  -
  98
  96
  1
  45
  4-24
  20
  400,000
  90
  85
  80
  57
  39
  22
  06
  -
  99
  97
  3
  36
  1-6
  - Flechette Laucher
  DISPLACEMENT WEAPONS - ATOMIC DISPLACERS PG. 35
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  Backup (FIG) Series II
  70
  40
  10
  00
  -
  -
  -
  -
  99
  92
  1
  5
  3-30
  1
  18,000
  FLUX INTERFERENCE GENERATORS (FIGS) PG. 37
  TYPE
  1
  2
  3
  4
  5
  6
  DUR MAX
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  Backup Fire
  90
  -
  -
  -
  -
  -
  3
  5
  96
  94
  1
  3
  1-8
  1
  450
  FL-52 “Friendly Fire” 
  100
  90
  60
  40
  05
  -
  12
  75
  100
  100
  1
  50
  4-16
  30
  20,000
  FLAMETHROWERS PG. 37
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  BC-Aim Master
  90
  90
  80
  50
  25
  00
  -10
  -
  99
  98
  1
  30
  8-32
  4
  18,000
  Target Plus
  90
  85
  80
  75
  65
  55
  20
  05 
  99
  99
  1
  25
  9-36
  5
  25,000
  Target Super
  100
  95
  85
  80
  70
  60
  30
  10
  98
  98
  1
  50
  20-80
  7
  75,000
  BC-Spotter
  92
  92
  92
  92
  88
  85
  40
  40
  99
  95
  1
  50
  30-120
  30
  100,000
  Able Culprit-D
  102
  99
  97
  95
  90
  80
  60
  30
  100
  100
  1
  20
  4-32 x 2
  10
  2.0M
  LASERS - PAINTING LASERS PG. 43
  TYPE
  DET
  UNIT
  DAMAGE
  ENC
  COST
  Aerosol
  E F 
  Can
  2-12*
  3
  2,200
  EXPLOSIVES PG. 36
  Atmospheric Pressure Detonator (A)
  99
  1
  200
  ITEM
  SS
  ENC
  COST
  EXPLOSIVES: DETONATORS PG. 36
  TYPE
  ENC
  COST
  Cargo Space
  Varies
  Varies
  Target Locator
  2
  1,850
  Target Locator PLUS
  4
  8,000
  K-SAT OPTIONS PG. 42
  Self-Assembling Viruses
  10x
  Shape Lock
  1000
  TOXIN
  COST
  CHEM/BIO WEAPONS PG. 32
  
  5
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  TABLES
  MISSILE RANGE BRACKETS
  1
  2
  3
  4
  5
  6
  7
  8
  Distance (m)
  01-50
  51-150
  151-250
  251-500
  501-1000
  1001-2000
  2001-3500
  3501+
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  BC-Monster
  85
  70
  60
  45
  20
  7
  -10
  -15
  99
  97
  var
  50
  var
  75
  500,000
  MAG GUNS PG. 45
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  BC-MetalSurge
  80
  70
  50
  30
  -40
  -
  -
  -
  97
  88
  2
  4
  1
  55
  140,000
  UB-Twister
  90
  80
  60
  20
  -
  -
  -
  -
  100
  95
  1/3
  4
  2
  2
  40,000
  BC-Gatlin
  80
  75
  65
  10
  -45
  -
  -
  -
  97
  90
  3
  5
  2
  75
  400,000
  BC-Metalaser
  85
  80
  75
  25
  -05
  -
  -
  -
  100
  98
  1/3
  25
  Spec
  28
  1.5M
  BC-DistortionMG
  82
  78
  70
  38
  02
  -40
  -
  -
  99
  97
  1
  9
  16
  60
  1.6M
  METAL GUNS PG. 46
  TYPE
  DAM
  ENC
  COST
  Ballistic Bag
  1
  50
  2-8 (Temp)
  OC 
  1
  100
  -50 AGL, DEX, Visual
  Rubber Baton
  1
  75
  2-7 (Temp)
  Shot
  1
  150
  6-24
  GRENADES - LAUNCHED PG. 42
  TYPE
  DAM
  ENC
  COST
  Bomb Mat
  1
  150
  1-4/2-12
  CSG (Flesh-Eating)
  2
  7,000
  1-12*
  CSG (Suffocation)
  2
  3,500
  spec
  CSG (Bio-Luminescent)
  2
  450
  +5/+10
  Corrosive Smoke
  1
  1,800
  6-36
  EMP
  6
  60,000
  -30
  Immobilizer
  1
  900
  Impact Foam
  N/A
  2
  750
  Laser
  2-24/1-4 (Spec)
  6
  60,000
  spec
  Magnetic Modification
  var
  +50
  varies
  MDD
  N/A
  6
  250,000
  Nanoid Delivery
  varies
  1
  2,000
  Neuro
  1
  N/A
  spec
  Neuro Elite
  1
  N/A
  spec
  Paint
  N/A
  1
  250
  Phase Nullification
  See Decription
  4
  300,000
  Rad Pulse
  1
  20,000
  4*
  Scatter Smoke
  N/A
  1
  400
  Seismic 
  3
  300
  3-12
  Sting Ball
  3
  300
  1d4+1(Temp)/0
  Stun Mat / Stun Grenade
  1 / 2
  300
  spec
  Super Sonic Pulse
  Sonic
  1
  5,500
  Vulcan G1
  3
  800
  -2 THR & -10 INT
  Vulcan G2
  3
  3,000
  -4 THR & -20 INT
  GRENADES - THROWN PG. 39
  TYPE
  DETONATOR
  DAMAGE
  ENC
  COST
   
  Bullet
  P,T,E
  Varies
  4
  50
  Clumpy II
  P,R
  Special
  18
  16,000
  Disintegrator
  P
  40-160/20-80
  8
  10,000
  Displacer
  P,R
  Special
  3
  100,000
  ABA
  P
  -4 THR/-20 INT
  25
  350,000
  Firestorm Clay.
  P,R,T,M,E
  2-12/3-18
  2
  50
  Special
  20
  500,000
  Floater
  P,R,S
  Special
  3
  350,000
  Flux Cage
  P,R
  IMFIB
  P
  4-24/4-24
  100
  100,000
  Neuro
  5
  N/A
  P,R,T,M,E
  Special
  Neuro Elite
  6
  N/A
  P,R,T,M,E
  Special
  Phase Null.
  R,S,E
  Special
  60
  1.5M
  Riot Foam
  P,R,S,T
  Special
  6
  15,000
  Self-Healing
  N/A
  Varies
  N/A
  5x
  MINES PG. 48
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  Lobber
  90
  50
  30
  00
  -
  -
  -
  -
  99
  100
  1
  20
  var
  1
  300
  Lincoln Thrower
  95
  60
  45
  10
  -05
  -
  -
  -
  100
  99
  3
  20
  var
  2
  1,000
  Penny Ante
  95
  55
  25
  05
  -15
  -
  -
  -
  98
  99
  5
  30
  var
  5
  1,550
  MICRO-GRENADE LAUNCHERS PG. 47
  TYPE
  DAM
  ENC
  COST
  High-Explosive
  0.1/10
  100
  0/2-7
  Mega-Explosive
  0.1/10
  200
  0/2-12
  Ultra-Explosive
  0.1/10
  400
  0/2-24
  MICRO-GRENADES PG. 47
  
  6
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  1 • TABLES
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  Rogue Catcher
  77
  65
  65
  30
  05
  -05
  -20
  -
  99
  96
  1
  5
  Varies
  7
  12,500
  Run-Away Mark I
  65
  55
  35
  20
  10
  -30
  -
  -
  97
  90
  1
  5
  Varies
  4
  6,500
  Run-Away Mark II
  78
  68
  60
  35
  25
  -15
  -
  -
  99
  95
  1
  5
  Varies
  2
  7,200
  Close Combat Special
  75
  65
  50
  35
  10
    -10
  -
  -
  98
  95
  5
  15
  Varies
  5
  14,500
  Assault Special
  85
  75
  60
  45
  20
  05
  -10
  -
  98
  95
       3
  10
  Varies
  10
  20,000
  SMART GUNS PG. 60
  HAND AND DISCHARGE WEAPON RANGE BRACKETS
  1
  2
  3
  4
  5
  6
  7
  8
  Distance (m)
  00-05
  06-15
  16-25
  26-50
  51-150
  151-300
  301-750
  751+
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  Ceiling Stunner
  80
  75
  72
  -
  -
  -
  -
  -
  99
  98
  1
  30
  spec
  4
  25,000
  NEURO CANNONS PG. 56
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  Disk Flinger
  100
  85
  75
  40
  20
  -
  -
  -
  100
  100
  3
  3
  Varies
  15,000
  Shooter 1
  100
  75
  40
  20
  -
  -
  -
  -
  95
  90
  1/3
  5
  Varies
  10,000
  Shooter 2
  120
  120
  115
  90
  50
  40
  10
  -
  95
  90
  1
  6
  Varies
  55,000
  7
  7
  12
  Able Shot-put
  115
  105
  80
  40
  20
  -
  -
  -
  97
  97
       1
  10
  Varies
  25,000
  15
  BalshromThrower
  120
  110
  90
  45
  20
    10
  -
  -
  100
  100
  2
  7
  Varies
  50,000
  10
  PARASITE LAUNCHER PG. 56
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  Death Slinger
  140
  120
  100
  80
  50
  30
  10
  -
  98
  99
  1
  10
  5
  15
  250,000
  EM Engager
  90
  80
  65
  40
  20
  -
  -
  -
  98
  97
  5
  10
  2
  7
  250,000
  EM Blaster
  80
  70
  45
  20
  -
  -
  -
  -
  98
  97
  10
  5
  1
  7
  200,000
  Rad Pulse “Standard”
  95
  88
  74
  60
  40
  05
  -
  -
  99
  97
  1
  10
  8
  15
  350,000
  Quark Cannon
  120
  110
  90
  60
  30
  -10
  -
  -
  98
  98
  3
  3
  10
  300,000
  Rad Pulse “Turbo”
  98
  90
  80
  65
  45
  20
  -
  -
  99
  97
  1
  7
  10
  17
  400,000
  10
  RAD CANNON PG. 57
  TYPE
  1
  2
  3
  4
  5
  6
  7
  P
  MN
  SS
  ROF
  Q
  DAM
  IR
  ENC
  COST
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  55
  99
  Custom Light Weapon
  x100
  Varies
  Varies
  -
  Hand Charge
  40
  -
  95
  97
  1
  1
  1-6
  1
  1
  500
  Icicle
  70
  25
  98
  97
  1/3
  -
  2-16
  *
  12
  40,500
  Laser Dagger
  65
  02
  95
  50
  -
  1
  2-12
  1
  1
  1,500
  60
  57
  48
  30
  05
  -50
  Nanoid Dagger
  50
  02
  50
  2
  1-4*
  1
  1
  500
  Monofilament Whip
  70
  -
  95
  10
  1/2
  -
  1-4
  1
  1
  3,000
  Ptfaang-ulu
  85
  25
  1/3
  1
  1-8
  3
  10
  140
  Plasma Jet II
  60
  30
  70
  1
  1-6*
  2
  4
  1,500
  98
  1
  1
  100
  Prism Dagger
  65
  02
  95
  50
  -
  1
  spec
  1
  1
  1,500
  30
  25
  20
  15
  02
  -75
  55
  99
  Water Spear
  85
  25
  1/3
  1
  1-8
  3
  10
  90
  MODERN HAND WEAPONS PG. 54
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  Short Bow
  See Missiles - PMS2
  98
  88
  4
  8
  var
  150
  8,000
  Long Bow
  See Missiles - PMS2
  99
  95
  6
  12
  var
  200
  11,000
  Ballista
  See Missiles - PMS2
  99
  99
  5
  15
  var
  250
  20,000
  Trebuchet
  See Missiles - PMS2
  99
  98
  10
  12
  var
  400
  45,000
  PMS2 LAUNCHERS PG. 50
  
  7
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  TABLES
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  BC-Hades
  105
  100
  95
  90
  85
   65
  42
  32
  100
  100
  1
  35
  4-32
  25
  1.6M
  BC-Inferno
  99
  98
  95
  90
  80
  60
  50
  20
  100
  100
  1
  30
  6-36
  30
  2.0M
  BC-Solaris
  107
  105
  92
  90
  70
  50
  25
  12
  99
  99
  1
  15
  8-48
  25
  2.5M
  BC-Godsfire
  98
  97
  90
  80
  70
  45
  25
  10
  99
  99
       1
  10
  8-64
  45
  3.0M
  THERMATICS PG. 62
  MISSILE RANGE BRACKETS
  1
  2
  3
  4
  5
  6
  7
  8
  Distance (m)
  01-50
  51-150
  151-250
  251-500
  501-1000
  1001-2000
  2001-3500
  3501+
  TYPE
  ENC 
  SS
  COST
  Identifier System
  6
  65
  3,500
  Security Rack (Armory)
  40
  100
  15,000
  Security Rack (Baracks)
  100
  100
  30,000
  Targeting Wand
  1
  45
  1,500
  SMART GUN ACCESSORIES PG. 61
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  MN
  SS
  ROF
  Q
  DAM
  ENC
  COST
  Sonic Scrambler
  80
  75
  65
  -
  -
  -
  -
  -
  95
  80
  1
  30
  spec
  3
  10,000
  SPECIALIZED WEAPONRY PG. 61
  ITEM
  UNIT/#
  ENC/UNIT COST/UNIT
  Mega-High Explosive
  Box/10
  .5
  9,000
  Target Designator
  Box/10
  .5
  1,500
  AMMUNITION: GAUSS GUNS PG. 65
  ITEM
  UNIT/#
  ENC/UNIT COST/UNIT
  Disarm Bullets
  -
  -
  x5
  Bio-Mercuric Ammo
  -
  -
  x100
  AMMUNITION: APW PG. 64
  TYPE
  DAM
  ENC
  COST
  Anti-Persnonnel Shot
  Special
  -
  800
  Omega Pulse
  0/4d6*10
  -
  200,000
  Naplam
  5-20/1d4*10
  -
  12,000
  Bunker Buster
  0/4d6*10
  -
  110,000
  EMP
  4-80
  -
  100,000
  BX-1
  Special
  -
  50,000
  CR-3
  Special
  -
  50,000
  Spider
  Varies
  -
  3,000
  Glitter Dust
  +25 Sighting
  -
  750
  Illumination Round
  Special
  -
  2,500
  Planar Explosive
  8-80/0
  -
  10,000
  AMMUNITION: COMPACT ARTILLERY
  TYPE
  ENC
  COST
  Aerosol Sprayer
  .5
  6,500
  A/R Round
  .5
  2,000
  Bio Weapons Detector
  .5
  800
  Buddy Killer I
  .5
  1,850
  Buddy Killer II
  .5
  2,000
  Chemical Weapons Detector
  .5
  350
  Camera
  25
  1,200
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .25
  .25
  .25
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  Detonator Time Adjuster
  ECCM
  3,000
  ECM
  2,500
  FIG Round
  500
  Fire Retardant
  100
  Flux Actication Scrambler
  7,500
  Homing Device
  3,500
  Intruder Detector
  850
  Jumper
  750
  Med Mag MID
  14,000
  Mine Mag Round 
   
  2,500
  Mr. Stinky Mods (Pine Scent)
  10
  Mr. Stinky Mods (New Car Scent)
  10
  Mr. Stinky Mods (Ocean Breeze)
  10
  Mr. Stinky Mods (Ram Phermones)
  1,500
  Neuro
  N/A
  Neuro Elite
  N/A
  Psycho Killer
  N/A
  Pulse Attractor
  10,000
  Radio Jammer
  850
  Riot Foam
  1,000
  Screamer
  500
  Sounder Plus
  500
  Spider
  15,000
  Spotting Paint Round
  350
  Target Designator (TD)
  1,000
  Toxin Dispenser MID
  5,000
  Thunderbolt
  1 500
  .5
  Chaff
  1,000
  Special
  Flux Cage
  100,000
  5
  AMMUNITION: MAG GUNS PG. 66
  TYPE
  ENC
  COST
  Aerosol Sprayer
  .5
  6,500
  A/R Round
  .5
  2,000
  Bio Weapons Detector
  .5
  800
  Buddy Killer I
  .5
  1,850
  AMMUNITION: MAG GUNS PG. 66
  Buddy Killer II
  .5
  2,000
  Chemical Weapons Detector
  .5
  350
  Camera
  25
  1,200
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .25
  .25
  .25
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  .5
  -
  .5
  .5
  .5
  Detonator Time Adjuster
  ECCM
  3,000
  ECM
  2,500
  FIG Round
  500
  Fire Retardant
  100
  Flux Actication Scrambler
  7,500
  Homing Device
  3,500
  Intruder Detector
  850
  Jumper
  750
  Med Mag MID
  14,000
  Mine Mag Round 
   
  2,500
  Mr. Stinky Mods (Pine Scent)
  10
  Mr. Stinky Mods (New Car Scent)
  10
  Mr. Stinky Mods (Ocean Breeze)
  10
  Mr. Stinky Mods (Ram Phermones)
  1,500
  Neuro
  N/A
  Neuro Elite
  N/A
  Psycho Killer
  N/A
  Pulse Attractor
  10,000
  Radio Jammer
  850
  Riot Foam
  1,000
  Screamer
  500
  Sounder Plus
  500
  Spider
  15,000
  Spotting Paint Round
  350
  Target Designator (TD)
  1,000
  Toxin Dispenser MID
  5,000
  Thunderbolt
  1,500
  Zen Slayer
  8,000
  .5
  Chaff
  1,000
  Special
  Flux Cage
  100,000
  .5
  Ultra Mag Modification
  +300
  Vulcan
  1,000
  Vulcan Plus
  3,500
  
  8
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  1 • TABLES
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  Speed
  ECM/
  ECCM
  MN
  SS
  DAM
  ENC
  COST
  300
  -/-
  98
  95
  Special
  7
  5,000
  Varies
  Varies
  -
  -
  Varies
  0
  +500 or 50%
  300
  20/30
  99
  98
  10-60
  7
  35,000
  500
  10/20
  99
  99
  60-360
  7
  40,000
  Chaff Missile
  Harm Sensor System
  Mirv-2
  Super Mirv
  95
  95
  95
  95
  95
  95
  95
  95
  80
  80
  80
  80
  80
  80
  80
  80
  -
  -
  -
  -
  -
  -
  -
  -
  85
  85
  85
  85
  85
  85
  85
  85
  MISSILES - REFLEX MISSILES PG. 78
  TYPE
  1
  2
  3
  4
  5
  6
  7
  8
  Speed
  ECM/
  ECCM
  MN
  SS
  DAM
  ENC
  COST
  1500
  -/-
  98
  95
  1-4HP
  15
  32,000
  1500
  -/-
  98
  95
  6-36
  15
  8,000
  1500
  -/-
  98
  95
  20-120
  15
  50,000
  1500
  -/-
  98
  95
  4-24HP
  15
  60,000
  1500
  -/-
  98
  95
  Special
  15
  30,000
  1500
  -/-
  98
  95
  Special
  15
  30,000
  1500
  -/-
  98
  95
  2-24
  15
  60,000
  90
  80
  70
  60
  50
  40
  30
  20
  1500
  -/-
  98
  95
  1pt/Area
  15
  8,000
  Anti-Armor
  Anti-Personnel
  Anti-Structure
  Anti-Vehicular
  Biological 
  Chemical
  Incindiary
  Napalm
  90
  80
  70
  60
  50
  40
  30
  20
  90
  80
  70
  60
  50
  40
  30
  20
  90
  80
  70
  60
  50
  40
  30
  20
  90
  80
  70
  60
  50
  40
  30
  20
  90
  80
  70
  60
  50
  40
  30
  20
  90
  80
  70
  60
  50
  40
  30
  20
  90
  80
  70
  60
  50
  40
  30
  20
  MISSILES - PMS2 MISSILES PG. 77
  TYPE
   STR
  DC
  DUR
  COST
  -160
  6-36
  5
  12,000
  Blood Sucker
   -180
  3-18
  10
  15,000
  Mexican Worm
   -150
  3-18
  5
  5,000
  Skeet-1
   -200
  2-12
  4
  7,500
  Telquila Sunrise
   -170
  1-10
  6
  10,000
  Trap Shoot
   -180
  1-10
  3
  24,000
  Trap Shoot II
   -150
  1-10
  3
  24,000
  Balshrom Diskus
  AMMUNITION: PARASITE DISKS
  ITEM
  UNIT/#
  ENC/UNIT COST/UNIT
  Door Breacher
  Box/5
  2
  100
  Flash-bang
  2
  50
  Garrote
  Box/5
  4
  40
  Mercuric
  Box/5
  2
  1,000
  Plastic
  Box/5
  1
  10
  OC
  Box/5
  3
  125
  Roadblocker
  Box/5
  3
  35
  Rubber
  Box/5
  1
  15
  Box/25
  Box/5
  Flamethrower
  2
  50
  AMMUNITION: SHOTGUN SHELLS
  TYPE
  DAM
  SEEK%
  COST
  Marker Round
  N/A
  500
  Safety Plus
  25%
  1,500
  Saftey Plus II
  1-6
  20%
  2,000
  Seeker Special
  1-6
  40%
  5,000
  Standard
  1-8
  25%
  1,000
  Spec
  2-7
  AMMUNITION: SMART GUN, TYPE A
  TYPE
  DAM
  SEEK%
  COST
  Marker Round
  N/A
  1,000
  Safety Plus
  35%
  3,000
  Saftey Plus II
  2-8
  35%
  5,000
  Seeker Special
  2-8
  45%
  10,000
  Standard
  4-14
  35%
  2,000
  Spec
  4-10
  AMMUNITION: SMART GUN, TYPE B
  ITEM
  UNIT/#
  ENC/UNIT COST/UNIT
  Corrosive
  Can/1 Shot
  1
  2x
  Explosive
  1
  1,150
  Slick Spray
  Can/1 Shot
  1
  350
  Spy Glue
  Can/1 Shot
  1
  2x
  Vector Glue
  Can/1 Shot
  1
  500
  Can/1 Shot
  Can/1 Shot
  Riot Foam
  1
  1,000
  AMMUNITION: WEB GENERATOR
  HAND AND DISCHARGE WEAPON RANGE BRACKETS
  1
  2
  3
  4
  5
  6
  7
  8
  Distance (m)
  00-05
  06-15
  16-25
  26-50
  51-150
  151-300
  301-750
  751+
  TYPE
  EXT THR
  ENC
  COST
  Reflex Pack
   6
  5,000
  Reflex Tube
   4
  1,000
  25
  15
  MISSILE TECH - REFLEX MISSILE RACKS
  TYPE
  EXT THR
  ENC
  COST
  10
  15
  10
  25
  M-260
  WARS
  WARS MINI
  WARS PLUS
  100
  300
  150
  400
   1
  2
   1
   3
  MISSILE TECH - ARM ROCKET RACKS
  Ammo Cart
  95
  100
  15,000
  ITEM
  SS
  ENC
  COST
  PMS2 - ACCESSORIES PG. 52
  
  9
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  ARMOR
  ARMOR
  Arm Rockets & Reflex Missiles have been moved to the Ammunition Section.
  Arm Rocket Racks and Reflex Missile Racks that can be utilized without wearing armor
  are in the Weapons Section. 
  
  ARMOR - SPECIALIZED
  Improved Gemini Armor: Any armored suit can be custom tailored
  for the discriminating Gemini that wants only the best.  The manufac-
  turers at Tri-corp will take an off-the-rack suit and install a special air
  intake that sucks in air through an elaborate filtration and purification
  system. Treat as Environmental Containment.  The gas is then sprayed
  out through hundreds of small nozzles that cover the inside of the
  armor. This allows the Gemini to stay in their armor for three times as
  long as normal.  Thanks to technology adapted (stolen) from the
  Conehead helmet, generation inside the armor only costs double the
  normal number of power points.  The suit’s interior is lined with the
  same material used to make T-12 sonic suits, reducing the damage
  from any concussive or sonic attack that breaches the armor (breach
  = destroys all ABS in a section) by half.  The armor comes complete
  with a pair of ultra-dark sunglasses, and they’ll tint your helmet visor
  for free!  20,000 credits plus 3x the cost of the off-the-rack suit.  
  Balance Rating: 3 
  ARMOR - HELMETS
  Bite Helm: Now you no longer risk exposure to chemical or biological
  agents by wearing an open face helmet, just because you want to be able
  to bite someone’s jugular out! The Bite Helm is a helmet with a hinged,
  articulated jaw that fits in the user’s mouth and allows them to actually
  bite opponents while wearing a full-coverage helmet. The user’s teeth fit
  into the reinforced metal teeth in the artificial jaw of the helmet.
  Though the helmet can be environmentally sealed it is very difficult to
  talk while wearing one.  They are also uncomfortable to wear for more
  than a few hours, but all bite helmets are equipped with automatic
  drool removal systems!  As a result, most users extract the biting mech-
  anism when not in use. The metal jaws slide forward on rails (half
  action) allowing the user to talk normally. Unfortunately, in this position
  the helmet tends to look like a duck’s head, with the metal jaws pro-
  truding out the front of the helmet like a bill.  At least with the Python
  Lizard’s it looks more like an alligator than a duck because of the
  lizard’s head shape.  These helmets must be custom fitted to the mouth
  of the wearer.  Though they were originally designed for Cizerack, the
  bite helm has caught on with their old enemies the Rams and Pythons.  
  Balance Rating: 3 
  Bite Helm Heavy: This tougher version of the standard bite helm has
  more armor and a hydraulically articulated jaw to improve biting power
  allowing the user to bite though heavy armor!  These Bite Helms do 3d4
  points of damage on a bite (no STR bonus) and affect heavy armor nor-
  mally. THR 12.  
  Balance Rating: 3 
  Bite Helm Custom: The manufacturer Bite Helms, Inc. will install
  their patented bite mechanism in just about any helm on the market
  other than resonance helms and helmets that have special properties
  for matrix users.  The base cost is the same as purchasing a standard
  Bite Helm or Bite Helm Heavy, depending on how much biting power
  you want, plus the cost of the helmet of your choice.  Finally they add a
  premium for the custom work, which is an additional 20% of the total
  cost.  The Bite Helm Mechanics reduce the helmet’s THR, ABS, and all
  SMRs by 15%.  ENC is also increased by 10%.  That’s the price you pay
  for cutting up a perfectly good helmet so you can bite stuff with it. 
  Balance Rating: 3 
  ARMOR - MAZIAN ARMOR RULES CLARIFICATION
  Mazian Armor
  You may have seen this on the forums, but we felt it was important enough
  to reprint here. Mazians need as much press as they can get!  The descrip-
  tion of baggie armor for Mazians purposefully leaves a lot up to the Battle
  Master, so whatever works in your campaign is ok with us. 
  There are really two types of Mazian armor.  Here’s how they work, and
  the differences between them.
  Type 1: Baggie Armor
  Step 1: Select an off-the-shelf armored suit with a THR of 4 or less. 
  Modern armor only, please. No platemail or bulletproof vests! 
  Step 2: Now take the Mazian, put it in the baggie, and “attach” the
  armored plates and absorption polymers from the suit you selected to the
  outside of the baggie.   Strap your voice emitter (every Mazian gets one
  free) to the outside of the suit and you’re almost ready to go.  
  Step 3: Last step. If your suit is environmentally contained you’ll need a
  camera system to allow you to see outside of the suit since the blob’s sonar
  won’t work.  A camera system costs 4,000 credits and has an ENC of 1.  
  Note 1: The baggie is still flexible, but the Mazian can not change shape
  while inside the baggie, though it can use sonar (unless the armor is envi-
  ronmentally sealed). The baggie just allows the Mazian to kind of roll
  around and it has hatches that can be opened to allow a pseudopod to be
  extended out of the baggie, but that would compromise any environmen-
  tal containment.  Arguments can be made for limited shape change while
  in a baggy as well, with the permission of a benevolent BM. 
  Note 2: The unique properties of the armored suit, if any, are carried over
  into the new baggie armor within reason. Obviously you wouldn’t be able
  to “run” with Guisarme Jump Suit’s enhanced speed, but you could take
  10
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  2 • ARMOR - ARMOR (HELMETS)
  TYPE
  TL
  AV
  COST
  Varies
  R
  Improved Gemini Armor
  20K + 3x
  ARMOR PG. 3
  TYPE
  TL
  AV
  COST
  4-5
  UC
  4-6
  UC
  var
  var
  Bite Helm Custom
  +20%
  Bite Helm
  3,000
  Bite Helm Heavy
  50,000
  ARMOR - HELMETS PG. 3
  
  11
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  ARMOR (MAZIAN ARMOR)
  advantage of the Protecon’s “impact plating.”  It’s really up to the BM what
  he allows to carry-over from the stock suit to the baggie version.  Infiltrator
  armor is a toss up. I probably would not allow Infiltrator in baggie form.  
  Type 2: Mini-Tank
  Step 1: Take any suit of Heavy or Mechanized armor.  
  Step 2: Rebuild that suit in the form of a tank. Basically knock the arms
  and legs off, sealing up the holes, put a hatch where the helmet used to be,
  and streamline what’s left into a vaguely tank-like shape. Add some treads
  and you’re almost done.   All that’s left to do is to strap your voice emitter
  to the outside of the suit and you’re ready to go.  
  Note 1: If the suit is environmentally contained you’ll need to install a
  camera system (4000 credits, ENC 1) so you can see outside. You can’t
  use your sonar in an environmentally contained suit.  
  Note 2: Since this suit is rigid, it offers more protection than a baggie suit,
  hence the higher Threshold. However, it also prevents the Mazian from
  being able to change shape. 
  Note 3: The unique properties of the armored suit, if any, are carried over
  into the new baggie armor within reason. Obviously you wouldn’t be able
  to “run” with CD-2 Commando’s enhanced speed, but you could take
  advantage of the Mist’s “anti-plasma spray.”  It’s up to the BM what he
  allows to carry-over from the suit to the mini-tank.  Infiltrator armor’s spe-
  cial abilities would probably be allowed on mini-tank armor.  
  TACTICS TO PRACTICE
  Mazian Armor: Who needs Mazian armor?  Really, your best
  option is to buy an IFN for your Mazian and have it assume a
  humanoid form.   Then buy a suit of off-the-shelf armor and walk
  around in it like everybody else does!
  Step 1: Buy an IFN.  It increases you Shape Change skill check by
  20%. It only costs a piddly 300 credits. 
  Step 2: Make a Shape Change skill check with a level 5 difficulty to
  assume size class 1 humanoid form.
  Step 3: Hop into any off-the-shelf size class 1 armor you can find and
  go to town. No need to worry about loss of any of the armor’s unique
  abilities now! It’s the same as if Mike the Human was wearing one,
  other than the fact it’s size class 1 
  Step 4: Oh yeah... If the suit is environmentally contained you’ll need
  to install a camera system (4000 credits, ENC 1) so you can see out-
  side. You can’t use your sonar in an environmentally contained suit.
  This kind of eliminates the Mazians’ ability to pass for somebody else
  while wearing their armor, so either leave the helmet visor up, hide
  the camera, or buy a suit of Infiltrator Armor.   
  The idea of using standard humanoid armor and an IFN opens
  up a lot of possibilities, since you could have the Mazian inhabit only
  the arms and legs and abdomen leaving room for all kinds of stuff in
  the head and chest. Perhaps you could have a Mazian running the
  show and a Pascian sticking out of the neck hole in the suit annoying
  people?   Maybe a flamethrower or Claymore mine behind the helmet
  visor? Fun stuff.
  Want some advice? Assuming your Mazian is a starting character, go
  ahead and buy 3 more levels of Shape Change (SC 3) to get your
  character to the level-6. Three levels of a racial skill, plus a maxi-
  mum of three additional levels for any non-human starting character. 
  Now when you make a Shape Change skill check you’ve got an
  80% chance as a starting character to assume humanoid form. 
  Base of 50% + 60% for 6 levels + 20% for the IFN - 50% difficulty to assume
  a simple humanoid form = 80% chance of success. 
  Not bad. After your first mission that 3-level limit will disappear
  and spend as much time and experience as your character has got to
  get more Shape Change skill levels!  
  TYPE
  TL
  AV
  COST
  4-6
  UC
  4-5
  UC
  4-6
  UC
  3-5
  C
  5-6
  R
  5-6
  R
  6-7
  VR
  4-7
  R
  6-7
  R
  6-7
  R
  6-7
  R
  6-7
  R
  6-7
  R
  4-6
  R
  3-6
  C
  3-6
  C
  3-4
  C
  4-6
  UC
  3-5
  UC
  5-6
  R
  6-7
  UC
  3-5
  UC
  4-6
  C
  5-6
  R
  4-6
  UC
  4-6
  R
  4-6
  UC
  4-6
  R
  2-3
  P
  4-6
  UC
  Non-Stick Coating
  100
  Polymerized Armor
  spec
  NEC
  30,000
  Lizard Tail Plating
  500*
  Mine Detector
  10,000
  Jammer Detector
  2,000*
  Crystal Shield
  10,000
  Grounding System
  6,000
  Halon System
  300
  Heat Sinks
  500*
  Anti-Laser Coating
  40,000
  Anti-Wave Generator
  2,000
  Anti-A/R Grenades
  200
  Chaff Ejectors
  20,000
  Frictionless Flux
  1,500
  Grenade Pusher
  20,000
  Feynman Field Generator
  20,000
  Crystalline Coating
  3,000*
  Fire-Control Computer
  120,000
  Flux Shield 2
  1.0M
  Flux Shield 3
  1.5M
  Flux Shield 4
  2.0M
  Flux Shield 5
  2.5M
  Hard Point
  var
  Internalized Weapon
  250 x Size
  Liquid Rad Liner
  5,000
  SAWM (Small)
  20,000
  SAWM (Large)
  35,000
  Spikes
  1000 x SC
  Toaster System
  10,000
  ARMOR OPTIONS PG. 2
  
  12
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  2 • ARMOR OPTIONS
  ARMOR OPTIONS
  Anti-Laser Coating: A thick coating that covers the entire surface of
  the armor, raising the Threshold vs. lasers by 2. Can be added to any
  suit of armor (not Reflection or Opticon, and depending on existing
  armor options), all for the low price of 40,000cr! You should note that
  it makes you very shiny, and all sighting checks against you are at +20.
  Balance Rating: 2
  Anti-A/R Micro-grenades: Tiny, explosive micro-grenades are
  mounted on the outside of your armor. When an A/R beam begins
  pulling you with consistent pressure (not shaking you), the micro-
  grenades are activated and pulled free from the armor…right down the
  barrel of the A/R weapon. Each micro-grenade on your armor has a
  10% chance that will reach the A/R Beam. Each microgrenade that does
  reach the weapon forces a System Shock check at –50. They are sold in
  bundles of 5 for 200cr, weigh next to nothing, and take up negligible
  space.  These grenades only protect the section of armor they are
  mounted on.  A/R beams that hit all sections simultaneously can be
  affected by multiple grenades. Effective Damage: 1-4 points.
  Balance Rating: 3
  Anti-Wave Generator: This device generates a counter-pulse sound
  wave that cancels out Sonic Disruptor and Sonic Scrambler attacks.
  This device  allows the user to ignore all consecutive attacks made by a
  sonic weapon other than the intial attack.  Once an attacker learns that
  an enemy is equipped with an anti-wave generator they will fire, wait
  one second for the unit to deactivate, and then fire again.   As a result,
  users of these devices are told to attack the sonic weapon or it’s user
  immediately after their anti-wave generator kicks in. 
  Balance Rating: 1 
  Chaff Ejectors: This handy little armor option is a tube mounted on
  the shoulder of your armor that launches a cloud (3 meter dia.) of
  radar scrambling metallic chaff around you (Q=15).   The chaff ejec-
  tor can be triggered by radar lock-on or manually.  In addition, the tube
  has two positions; one position that launches the cloud in front and
  above the character, and a second position that places the character in
  the middle of the cloud.  The snow-like chaff will stay airborne for
  about 3 seconds, during which time all incoming and outgoing radar
  passing through the cloud suffers a 40 point penalty to its Track per-
  centage.  All other attacks through the cloud – in either direction – suf-
  fer a 10 point penalty for the minimal concealment the cloud offers. 
  Balance Rating: 3 
  Crystalline Coating: Identical in function to Crystal Shields, this
  armor option coats a suit of armor and any attached armor options and
  missiles racks, with a layer of ultra-hard crystal that reflects and diffus-
  es laser beams.  Any laser hits against a protected armor section have
  their damage reduced by 25%.  When a laser hits an protected section
  1d4 beams are reflected away from the armor.  Take 25% of the origi-
  nal laser damage and divide that number by the number of beams
  reflected from the armor to determine how much damage each reflect-
  ed beam does.  Anyone standing within 2 meters of the armor is likely
  (50%) to be hit by a single beam.  Anyone within Range Bracket 1 has
  a 10% chance to be hit by a reflected beam. Beyond that hits are unlike-
  ly. Chatilians prefer crystal coating to reflective armor, because it’s more
  effective at reducing laser damage at higher yields, the diffused beams
  are less likely to injure bystanders, and it just looks much cooler! 
  The armor provides a +30 bonus to sighting checks for anyone
  looking for the armor since it’s constantly catching and reflecting the
  light.  Crystalline armor also reduces AGL by 15 points because of its
  bulk and increases the time required to draw a weapon or anything else
  strapped to the armor by 1d4/2 seconds. The crystals add 5 points of
  Threshold to each section of the armor against all non-laser attacks.
  The crystals covering each section of armor must make a System Shock
  every time a weapon impacts the armor, excluding weapons that cause
  damage via heat. Failure indicates that the crystal covering that section
  of the armor is shattered and no longer provides any protection after
  that hit to that section of the armored suit. The crystals cause an addi-
  tional point of damage in hand-to-hand attacks, but using them in this
  manner requires that the crystals make a System Shock roll. 
  The cost of Crystalline Coating is 3,000 credits per section. Each
  armor section covered in crystals adds 2 points of ENC to the total ENC
  of the armored suit. The crystals have a System Shock rating 75.  
  Balance Rating: 4
  Crystal Shields: These unique crystal shields were first produced by
  the Chatilians. The crystals are grown to exacting specifications and
  their final shape is determined using complex mathematical equations.
  The crystals have incredibly high melting points function as prisms,
  reflecting and defusing laser beams that hits the shield.  Lasers that hit
  the shield have their damage reduced by half and applied to the section
  hit.  The other half of the laser damage is diffused and reflected away
  from the shield user in 2d4 separate beams.  Divide half of the laser
  damage by the number of beams emitted from the shield to determine
  how much damage each reflected beam does.  Anyone standing in front
  of the shield bearer is likely to be struck by a single beam, if they are
  within the first range bracket.  Targets standing directly in front of the
  shield (less than 1 meter away) are likely to be hit by half of the beams
  emitted from the shield after a laser hit. The shield provides a +20
  bonus to sighting checks for anyone looking for the user since it’s con-
  stantly catching and reflecting the light. The shield has a Threshold of 5
  and a System Shock of 80.  A System Shock roll must be made every
  time the shield is used to defend against weapons that cause an impact.
  The shield does not require an SS check for weapons that cause their
  damage through heat (Thermatic, Flamethrower, Pulse, etc.). Failure
  indicates the shield shatters and is rendered useless. 
  Balance Rating: 3
  Feynman Field Generator (FFG): New and experimental technology
  deserves an experimental defense. The FFG is a small unit designed to
  counter the effect of Atomic Displacers. The FFG attempts to detect the
  incoming particles before they are displaced, and generate a powerful
  but otherwise harmless field of energy in the displacement area, thus
  preventing the displacement from happening. How can the system
  detect the particles before they arrive? Quantum particles deal very fast
  and loose with time, and only a few Melonheads really understand these
  things. 50% effective at negating particle beams that are intended to be
  displaced within 3m of the unit (whether the attack is directed at the
  wearer or not). When this happens, the particles simply do not return
  from their displacement. (Where do they go? Ask a Mutzachan.) The
  FFG does nothing to stop Atomic Displacer beams that strike you from
  farther out than 3m.  Balance Rating: 1 
  
  13
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  ARMOR OPTIONS
  Fire Control Computer (FCC): The Fire Control Computer (FCC) is
  like an HIC that is dedicated to finding targets for weapons mounted on
  SAWMs.  The Fire Control Computer not only finds targets for the SAWM
  weapons, but it can automatically fire the SAWM-mounted weapons as
  well.  The Fire Control Computer includes both the targeting computer
  and its own sensor systems.  Developed by Warmonger, Inc. the Fire
  Control Computer uses the same target identification systems built into
  their smart weapons.  
  Before combat the FCC records the target profile of all team mem-
  bers in their full combat gear and marks each of those profiles as
  friendly.  Any target with a friendly IFF beacon is also recorded as a
  “friendly” profile once that IFF beacon is detected.  All other targets are
  considered potentially hostile.  The system gives the user the ability to
  select a new target on the battlefield and designate it as a friendly or
  hostile target, at which point the target’s profile is recorded and appro-
  priately marked. 
  When the weapon finds a potentially hostile target, it places an
  image of the target along with other relevant information on the user’s
  Heads-Up-Display (HUD) inside his helmet visor.  With the safeties on,
  the weapon will not engage any potential target until it the user gives the
  weapon the authority to fire, at which point the target’s profile is
  switched from “potentially hostile” to “hostile”.   This can be a real pain
  when your FCC is taking out targets quickly and is constantly cluttering
  up your HUD with new potential targets - especially when you’re trying
  to concentrate on not getting killed.  As a result, the safeties on the FCC
  can be disengaged and the weapon will no longer ask the user to
  approve a potentially hostile target as a hostile target. With the safeties
  off the FCC will simply engage potentially hostile and hostile targets
  automatically in the order designated by its firing mode (see below).
  Just make sure your reinforcements are wearing their IFF beacons once
  the safeties are off!
  The weapon has three modes of target prioritization.  In the first
  mode the weapon will attack the most threatening targets first (based
  on proximity and probable weapon type).  In the second mode, the FCC
  will attack secondary targets, attacking closest targets first. Secondary
  targets are any potentially hostile and hostile targets that the user is not
  currently engaging with his or her primary (i.e. hand-held) weapon.  In
  the last mode, which is affectionately referred to as “clean-up” mode,
  the weapon will engage targets from the easiest to kill to the hardest to
  kill. This determination is based primarily on armor type and Flux
  shield strength, but range is also a factor. 
  The sensor system functions identically to the HIC armor option
  except it has a range of 800m and is 175% accurate in detecting a tar-
  get.   However, if hooked up to a radar package potential targets out-
  side of the 800m sensor range that can be detected.  However, targets
  beyond the 800m range of the built-in sensor systems can only be iden-
  tified by their radar signature and speed.  This makes it difficult to
  determine whether targets are actually hostile.  An HIC and an FCC can
  not share the same Radar Package. 
  Similarly, the FCC uses active sensors, so your enemy will know your
  position if he has the proper equipment, like an HIC.  The designers felt
  a passive FCC didn’t make much sense, since it would give away your
  position the moment it started firing anyway.  If you don’t want to adver-
  tise your presence, just turn the system off until you need it.  
  All forms of concealment and cover, whether natural or electronic
  (Camo Unit, IR Dampener, etc.) are subtracted from the accuracy of the
  sensor system on a point-for-point basis.  So a stationary size class 4 tar-
  get with 75% cover (-40) and a camo unit (-50) will reduce the chance
  of the FCC detecting him to 85%.  If that target turns on his IR
  Dampener (-30), the chance of detection is further reduced to 55%.
  As you can see despite the high accuracy of the sensor systems they are
  not infallible.  Like the smart guns the system was patterned after, FCCs
  are usually fooled by Infiltrator armor. However, once a target is detect-
  ed its defensive and offensive capabilities are determined accurately
  about 90% of the time by a FCC (not using radar). 
  The base model FCC can aim all attached SAWMs at a single target.
  For each additional 20K the FCC can engage an additional target, divid-
  ing the weapon’s fire from each SAWM as designated or pre-designated
  by the user between the targets.  So for an additional 60K above the list
  price an FCC could simultaneously engage 4 targets – assuming it was
  connected for four or more SAWMs.  There is really no point in having
  a FCC with the ability to engage more targets than it has SAWM weapons
  available.  So even though an FCC could theoretically track and engage
  thousands of targets, the practical limit is about nine targets. 
  Balance Rating: 5 
  Flux Shield 2: This Flux shield offers 7HP of protection, bridging the
  gap between early PDS systems and the Force Shield armor option.
  Balance Rating: 4 
  Flux Shield 3: This Flux shield affords the user 10HP of protection.
  Balance Rating: 4 
  Flux Shield 4: This Flux shield offers 13HP of protection.
  Balance Rating: 4 
  Flux Shield 5: This Flux shield offers 17HP of protection.
  Balance Rating: 4 
  Frictionless Flux: This modified Flux mechanism emits a very low
  powered, ultra-low-friction, Flux shield that is 100% effective in pre-
  venting web gun glue and other adhesive-based attacks from attaching
  to the armor.  However, the user can not move when the frictionless
  Flux is active.  Because this Flux is so low powered it is not capable of
  stopping any attacks other than those from web-guns or other adhe-
  sives.  
  Balance Rating: 2
  Grenade Pusher: This device is a specialized magnetic deflection gen-
  erator, which is designed to repel grenades.  A specialized sensor sys-
  tem is designed to recognize grenade and grenade-like objects, aim,
  and activate the magnetic pusher.  Any grenade that comes within 2-
  meters of the user is magnetically repelled away 2d6 meters in a ran-
  dom direction (roll 1d12 to determine direction). The system also
  works against “bouncing-betty” type mines.  Because of the recharge
  time the system can not be used more than once per segment.  The
  grenade pusher can be used a total of 10 times before it runs out of
  power, unless it is connected to a Mrs. Fusion (Q = Unlimited).  The
  Grenade Pusher can be used simultaneously with field generating
  devices without problems. 
  Balance Rating: 4
  Grounding System: This simple mechanism prevents the character
  inside an armored suit from taking the full brunt of a thunderbolt gen-
  
  14
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  2 • ARMOR OPTIONS
  erator attack.  The grounding system does not protect the wearer’s
  armor or armor options, but does protect the combatant inside the
  armor.  The grounding system allows the user to ignore up to 20 body
  points caused by a single thunderbolt generator while wearing their
  grounded armor.   If a thunderbolt generator does enough damage to
  the armor to cause the wearer more than 20 body points of damage, the
  excess damage goes straight to the wearers body points.  For example,
  if someone using grounded armor is struck with a thunderbolt genera-
  tor that does destroys all the absorption in a section of armor and does
  25 points of the armor’s wearer.  The wearer only suffers 5 points of
  damage because the armor is equipped with a grounding system. The
  grounding system is not a one-use device, and will function until the
  armor option is destroyed. Grounding systems can not be destroyed by
  a thunderbolt generator attack. 
  Balance Rating: 2
  Halon System: Though technically this system doesn’t actually use
  Halon gas to extinguish flames, the marketing guys just couldn’t pass up
  the obvious reference.  This system covers the surface of an armored
  suit with dozens of small jets that spray an oxygen-displacing gas over
  the surface of the armor to help extinguish flames.
  The system is triggered automatically when the armors’ surface
  continuously exceeds a set temperature for a specified amount of time.
  The original system was almost always set off prematurely by sustained
  pulse weapons fire, plasma-based grenades, and Thermatic attacks.
  Unfortunately the system was, and still is, useless against these attacks.
  Modern versions use a combination of chemical sensors and tempera-
  ture monitors to determine whether the system needs to be triggered to
  handle a flamethrower attack or other fire-based threats.  This system
  has a 75% chance (once per segment) to extinguish flames near or on
  the armor’s surface.  Flamethrower attacks that are not extinguished do
  full damage. Flames that are extinguished by the system do no damage.
  The system can be used five times before its empty. 
  Balance Rating: 1 
  Hard Point: The eternal problem of every Battlelord - not enough
  hands to hold all those wonderful weapons.  Worse yet, even if you’re
  big enough to carry all those great guns you have to take time to draw
  or un-sling them.  That’s just a few more seconds lost where you could
  have been shooting at stuff.  Let’s think about it. If you spend millions
  of credits on that state-of-the-art, carnage spitting, arachnid slaying,
  shiny tool of death-and-destruction you want to get as much use out of
  it as possible.  Well now you can! 
  Warmonger, Inc. can add a hard point to the outside of your
  armor, usually on the forearm (or tentacle) armor of the suit that you
  can use to mount weapons.  Then we’ll attach the weapon of your
  choice (no AHWs) to the hard point.  Now when you want to use that
  beauty all you have to is point at the target and activate the weapon!
  BAM!  Hard point weapons can be mounted in other locations on your
  armor, but since they’re in a fixed position, the character must move his
  body rather than just his arm to aim.  This imparts a –40 accuracy
  penalty in all ranges but the first and a +3 initiative modifier regardless
  of range.  Don’t forget that the weapon’s ENC is now added to the ENC
  of your armor! 
  Just to make sure you hit the target, the hard point comes with an
  aiming monocle or can be wired into the HUD in your helmet so you
  can see exactly your weapon is pointing at.  –20 to hit without the aim-
  ing device. The hard point has an INT of 5 and a THR of 8.  Weapons
  mounted on hard points are always considered to be “drawn.”   For
  double the price of a standard hard point you can get a quick-change
  hard point that allows you to remove the currently mounted weapon
  and replace it with another weapon equipped for hard-point use.
  Requires 1d4+1 seconds. 
  In theory you can mount just about any weapon light enough for
  you to lift with one arm on a hard point, but in practice you want to
  TACTICS TO PRACTICE
  Armor Options Forget Ablative Liner and hard to find Cracite™
  absorption.  Buy yourself an Electromagnetic Converter and fill
  your armor to the max with absorption polymers!  Sure it costs
  more, but you’ll be able to take 100 points of laser fire per sec-
  ond without sacrificing any of that wonderful absorption to take
  those Omega weapon hits!  
  With Ablative Liner and your typical size class four armor you’re
  packing on over a 100 ENC!  Use the Electromagnetic Converter
  (EMC) and extra absorption in that same size class 4 suit and
  you’ve only got to deal with a little over 50 more ENC!  Even bet-
  ter, that absorption is much cheaper than that expensive ablative
  liner, and less than half the cost of rare Cracite™ absorption!
  Half the cost and half the weight! What more could you ask for?
  Wait there’s more!  
  Let’s say you’ve got size class 4 Bear armor.  You cram the arm
  sections completely full of ablative liner, and end up with a
  measly 20 points of ablative liner.  Now fill it full of extra absorp-
  tion and you’ve got 33 points of absorption in there that you can
  use to take laser hits with the EMC!  
  I know you’re asking, “What’s the catch? There’s always a catch.”
  All right, we’re up front and honest around here.  Other than
  price, the downside to this arrangement is that somebody with a
  weenie bargain basement laser is chewing through your absorp-
  tion polymers that you’re going to need for those multi-million
  dollar, Omega cannon-toting jerks.  But, hey, we’ve got you cov-
  ered!  
  Add on a Polymizer Dispenser and you’re refilling that absorp-
  tion as fast they can take it out - up to a maximum of 100 addi-
  tional points of absorption.  Problem solved.  Ok, ok, so the
  Polymizer is harder to find than the Cracite™ but you only need
  to find one Polymizer instead of 544 boxes of Cracite™ to deck
  out a size class 4 suit!   Still, that theoretically gives you 133
  points of absorption in the arm of your Bear armor that you can
  use to take laser fire!  One hundred and thirty-three!  That’s a lot
  better than 20!  Just don’t take more than 100 points of laser fire
  in a single segment!
  Total price for an EMC, Polymizer, and all the absorption you can
  fit in a SC4 suit: 273,200 cr. (ENC 64.8).  Total price for filling
  your SC4 suit with ablative liner: 136,000 cr. (ENC 108.8).  Sure
  it costs a little more, but it’s worth it!  Lastly, if you want to just
  wade through laser-wielding bozos with a smile on your face add
  a Power Omega system, assuming you can find one.  You know
  you want to.
  
  keep the ENC of the mounted weapon below a certain level or it
  becomes unwieldy.  The ENC of any weapon should not exceed the Size-
  Class of the character plus two, or it becomes unwieldy and can off-bal-
  ance the character.  For each point of ENC that exceeds the character’s
  size class plus 2, subtract 10 points from the character AGL while wear-
  ing the armor.  For example, Thug the Ram who is size class 8, could
  mount a weapon with an ENC of 10 without any AGL penalties. 
  In addition, the ENC of any weapon mounted on the hard point
  should be equal to less than the character’s STR divided by 10.
  Otherwise the weapon is simply too heavy for the character to wield effi-
  ciently.  For each point of ENC above the character’s STR/10 they take a
  1 point initiative penalty when using the mounted weapon and any other
  weapon on the arm the weapon is mounted on.  So if Bob the human
  has a STR of 50, and he mounts an ENC 7 weapon on his hard point,
  he’ll take a 2 point penalty (+2) to his initiative when he uses that arm
  (50/10 = 5.  7 - 5 = 2).
  Hard points require 1 space in the arm and have an ENC of 1.  The
  cost to modify a weapon for hard point is 500 credits for hard point use
  only, or 1000 credits if you still want to be able to use the weapon “nor-
  mally” by pulling the trigger.   Add 150 credits to the cost of the weapon
  modification if it’s a quick-change mount.  Obviously the more expense
  of the two options is usually reserved for quick-change mounts.  That
  being said, most people opt for the hard-point use only mount for two
  reasons.  The first is the external firing assembly is removed from the
  weapon reducing its ENC by 1 (to a minimum of 1).  The second is it
  looks really dorky to have an unmodified weapon attached to the out-
  side of your armor, handle and all. Hey, Battlelords have style too!  
  Balance Rating: 4 
  Heat Sinks: These simple devices help radiate heat away from a sec-
  tion of combatant’s armor that has been hit by a thermatic, flamethrow-
  er, or pulse weapon.  A heat sink must be purchased for each armor
  section, and only the section where the heat sink is mounted is pro-
  tected by it.  Damage from flamethrowers and thermatic attacks are
  reduced by half (round normally).  This damage reduction includes
  thermatic damage taken after the initial hit.  Heat sinks only reduce
  damage from pulse and other plasma-based weapons by 10% (round
  down).  The super-heated plasma typically destroys the heat sink before
  it can be of any real benefit.  Heat sinks can not be used with Reactive
  armor.  This system can not be mounted on a suit of armor with a
  Toaster System. 
  Balance Rating: 1 
  Internalized Weapon: An internalized weapon is a weapon that is
  mounted on a hard point, and then covered by armor.  As a result the
  weapon is protected by the THR of the armored suit.  Almost any pistol,
  with the exception of Static Pistols can be converted into an internalized
  weapon.  This is custom work so your results may vary. You get what
  pay for.  The weapon’s SS is permanently reduced by 3d20. The SIZE of
  the newly mounted weapon is equal to the weapon’s original ENC + 1d6 - 2. 
  Internalized weapons are treated like armor options and take up
  space inside the armor, in addition to the 1 space required for the
  mount.  To convert a standard weapon into an internalized weapon a
  highly skilled weaponsmith removes the outer shell housing the
  weapon’s delicate internal mechanisms along with the weapon’s trigger
  assembly.  The weapon’s internals are then mounted in a custom-
  15
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  ARMOR OPTIONS
   DIY: DOING IT YOURSELF 
  Internalized Weapon: This is advance stuff. Heck even the game
  mechanics get ugly. You’ve been warned! 
  Remounting the weapon: Repair (Weapon) skill check at a
  level 15.  
  Failure indicates you fubar’d the weapon and it will need to be
  repaired or replaced depending on how badly you failed.  The rule
  of thumb is the amount by which the character failed their roll
  indicates the percentage of the weapon’s original cost required to
  repair it.  That doesn’t include labor, that’s just the parts.  So if you
  needed to roll a 54 to succeed and you rolled a 24, then you’ll
  have to spend 30% of the weapon’s original cost to get the parts
  you need to fix it.  If you’re paying someone else to do the job,
  you’ll get another bill for their time… unless they screwed it up to
  begin with.
  Success indicates you have remounted the weapon.  
  • Reduce the SS of the weapon by 75 minus the amount by
  which you made your roll.  So if you made your skill check
  by 50 points, the weapon’s SS is reduced by 25. Min. SS of 1. 
  • Determining the new SIZE of the weapon.  Determine the
  number you need to roll under to succeed (target number).
  Subtract the number rolled from the target number to deter-
  mine the amount you made your roll by.   For example,
  Buzzard Beard the Goola needs to roll under a 75 to suc-
  ceed in making this weapon repair check.  Buzzard rolls a
  30, so he made his roll by 45.  Divide that number by 100.
  So in this case we get 0.45 and drop it into the following for-
  mula in place of X to get your new weapon SIZE.
  Original ENC x ( 2 – X) = New SIZE
  -Round normally.  Regardless of the results of the formu-
  la, the minimum SIZE of a weapon is ENC minus one.
  Modifying the armor: To modify the armor you must make an
  Armor (Repair) skill check with a difficulty level of 15.  Success
  indicates there were no problems. Failure indicates you screwed
  something up.  The problem with armor repair, unlike weapon
  repair is that screw-ups may not be immediately recognizable.
  With a weapon you just see if the thing shoots, but with armor peo-
  ple get annoyed when you blow holes in their armor to test it.
  Failure by more than 50 indicates an obvious screw up. Failure by
  less than 50 probably won’t be obvious until that section of the
  armor takes a weapon hit, at which point the armor plate is likely
  to become dislodged reducing the THR in that section of armor to
  zero!  Costs for repairs use the same rule of thumb as listed above
  with weapons.
  Evil BMs: If the characters seek out an armorsmith and weapon-
  smith to do the job, A truly evil, er… gifted BM may determine the
  skills of the smith(s) and then use the above Calculations to deter-
  mine the results based on the rolls he makes for the smith(s). 
  
  designed fitting.  An armorsmith than removes a section of the armor
  platting on your suit, attaches the weapon, and then painstakingly
  rebuilds the armor plate so that it covers the weapon.   The armorsmith
  also includes a firing port that pops open to expose the weapon’s bar-
  rel just before firing, and an ammunition port that allows you reload.
  As you can see the process requires a great deal of custom work from
  highly skilled tradesmen. In other words, it’s not cheap.  A weapon
  modified in this way typically takes an amount of space (SIZE) equal to
  the ENC of the weapon multiplied by 2 minus 1d4/2 points (Minimum
  SIZE of ENC minus 1). 
  An internalized weapon functions as a standard hard point in all
  other ways including mount-location penalties, Strength limitations,
  and ENC limitations.  The cost is 250 credits multiplied by the final SIZE
  of the weapon. 
  Balance Rating: 5 
  Jammer Detector: This device doesn’t stop the jammer from getting
  to you, but sticking the cigarette lighter-sized magnetic box to your
  armor or the side of your weapon will help you know when you’ve been
  ’jammed’. The box will light up and emit a low beeping sound (easily
  distinguishable from the high beeping sound of most malfunctioning
  weapons) when a jammer has successfully snuffed out your weapon.
  (Sold in pairs.  0.25 Encumbrance added to weapon or armor.)
  Balance Rating: 3 
  Liquid Rad Liner. This rad liner circulates an ultra-dense mercury-
  like liquid in a thin layer between the outer shell of the armor and
  inside of the suit. When the liquid liner becomes radioactive, it can sim-
  ply be drained and discarded... er safely and legally disposed of. The
  user then refills the liner with a fresh jug of liquid liner and he’s on his
  way, eliminating the fear of radiation poisoning. The downside to this
  system is that if you don’t have a QSU that repairs Integrity, weapon hits
  that penetrate the armor will cause all of your liquid liner to leak out.
  Replacement liners come in really heavy 5-gallon jugs. Replacement
  liner costs half the price of a new system. 
  Balance Rating: 1 
  Lizard Tail Plating: This system protects the user against A/R beam
  attacks.  Much like a lizard can break off its tail when it is snagged by
  a predator, these metal plates are designed to break away from the
  armor when hit by an A/R beam, allowing the user to free himself from
  the A/R attack and suffer no damage. The system can only be used once
  per armor section.  Replacements can be purchased at half-price.  This
  system can not be used with reactive armor.  
  Balance Rating: 1 
  Mine Detector: This highly specialized and sensitive sensor system
  must be mounted in the boot of the user’s armor.  The system is 50%
  effective in detecting modern buried mines within 2 meters. Older
  mines are easier to detect.  Unfortunately most modern mines are
  designed to explode when mine-detecting sensor systems are near-by.
  The system has a 25% chance detonate a modern mine when active. 
  Balance Rating: 1 
  NEC: Stands for ’Nuclear Effect Canceller’. The NEC works by generat-
  ing an electrical field of opposite polarity from the one generated in
  your armor by a disintegrator. Currently, an NEC has a 75% chance of
  working, halving the damage from each disintegrator hit.
  Balance Rating: 1
  Non-stick coating: This non-stick coating is applied to the outside of
  an armored suit.  It has an extremely low coefficient of friction.  This is
  coating has a 50% chance to keep web-gun glue or other adhesives
  from sticking to the armored suit.  The non-stick coating can not be
  applied to a suit of armor that also has corrosive protection.  Some
  Phentari have commented that this armor option allows them to cook
  prey on their armor without having to worry about cleanup! 
  Balance Rating: 1 
  Polymerized Armor: Warmonger, Inc. has developed a process of
  replacing the external plating on an armored suit with a polymer-metal
  matrix composite. This allows the armor to vibrate and flex, but not lose
  its Integrity when under the stress of an A/R attack.  Polymerized
  armors take no damage from A/R beams, but their Threshold and
  Integrity in all sections are reduced to 75% of their original values
  (round down) as a result of the polymerization process.
  Polymerization of the armor increases the cost of the suit by 15%.  
  Balance Rating: 2 
  Self-Articulating Weapon Mount (SAWM): A serious step up from
  a standard Hard Point, the Self-Articulating Weapon Mount or SAWM for
  short (pronounced SA-WOM) is a weapon mount that turns and swivels
  so that any attached weapon is always pointed where the user is look-
  ing.  It’s kind of like a BMH (look-and-shoot) harness, but this mount
  works for bipeds as well as Cizeracks!    
  How does it work?  When you’re aiming your primary weapon,
  every weapon on a SAWM is aimed at the same target.  Pull one trigger
  and they all fire!  SAWM mounts use triangulated laser range finders to
  get a fix on the target the user is looking at.  If the lasers can’t reach the
  target (smoke, etc) or the user doesn’t want to advertise his presence
  (laser range finder turned off) then all SAWM mounted weapons take a
  –25 to hit. The cost modify a weapon for a SAWM is 1500 credits.
  Quick-change mounts are not available for SAWMs. 
  The SAWM comes in two sizes, small and large.  The large mount
  can only be attached to the shoulder (Upper Arm) of the armor.  The
  small mount can be attached to the outside of the thigh (Upper Leg),
  calf (Lower Leg), upper arms, and even on top of helmet (Head).  Both
  mounts are “free-floating” which means their default position will
  always parallel with the ground and they’re also gyro-stabilized.  This
  allows weapons on the SAWM to accurately fire at targets even while the
  user is running!  Burst and auto-fire penalties are halved.  
  However, mounting weaponry to the outside of your body tends to
  throw you off-balance.  The total ENC of all weaponry mounted on
  SAWMs is applied as a penalty to any Agility checks the character has to
  make. Furthermore, if the character is not braced when firing SAWM
  weapons, he must make an immediate Agility check with an additional
  penalty equal to the combined Automatic Fire Penalties of all the SAWM
  weapons being fired (See pg. 191 in Battlelords). This penalty applies
  whether they SAWM weapons are firing on full auto or not, and a failed
  Agility check indicates the character has been knocked over.  Both of
  the above penalties are doubled for head mounted weapons. 
  The large mount can only be attached to size class 4 armor or larg-
  er.  A size class 4 large mount can hold any weapon (no AHWs) with an
  ENC of 12 or less. The size class 5 large mount can hold any weapon
  16
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  2 • ARMOR OPTIONS
  
  17
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  ARMOR OPTIONS - FLUX SHIELD (OPTIONAL RULES)
  with an ENC of 14 or less, and so on.  Each additional size class above
  4 adds 2 points to the maximum ENC the mount is capable of carrying.
  Thus, a size class 8 Ram could mount a weapon with an ENC of 22 or
  less.  
  The small mount can be attached to a suit of armor of any size class.
  The small mount is capable of holding any weapon (no AHWs) as long
  as the ENC of the weapon does not exceed the character’s size class. 
  Balance Rating: 5 
  Spikes: This idea has been used by the Phentari since the days of hunt-
  ing their prey with pointy sticks.  Come to think of it, they still hunt their
  prey with pointy sticks.  Anyway, the basic idea is you leave you armor
  with the local armorsmith for about a week or two and he can cover the
  suit from head to toe with large metal spikes.  Sure you look like a por-
  cupine with a gun, but nobody will want to engage in hand-to-hand
  combat with you.  The spikes do 1d8 points of damage (plus STR
  bonuses) when used to punch and 1d8 points of damage (double STR
  bonus) when used to kick.  Targets that blunder into you make contact
  with 1d6/2 body sections, each doing 1d8 points of damage.  
  The wearer must make a STR check with a penalty equal to the
  damage done in a “spike” attack otherwise they’re stuck to whatever
  they just impaled on the spikes. The victim can make a similar STR
  check to free themselves when it’s their initiative.  For one quarter the
  price the spikes can only be applied to just your gauntlets and boots if
  you don’t want to look like an echidna.  Just pray your opponent does-
  n’t have a GEW or he’ll spend all day throwing your buddies into you.
  Oh yeah, and carrying cases for spiked armor cost double the normal
  amount.   The ENC of the spikes is equal to twice the character’s size
  class.  Spiked gauntlets and boots only add 2 points to the armor’s ENC.
  Balance Rating: 1
  Toaster System: This system uses heating elements mounted just
  under the surface of the armor to reduce damage sustained from frost
  gun attacks.  When the temperature of the armor drops below a certain
  temperature the surface of the armor begins to heat up.  The system
  allows the user to ignore up to 30 points of damage caused by a frost
  gun or other “frost-based” attack.  The system does not prevent the
  armor from suffering INT damage due to a frost gun attack. In fact the
  rapid heating and cooling caused by the system means that frost gun
  attacks do 1/2 their damage, rather than 1/3 their damage to the
  armor’s Integrity.  The Avalanche frost gun still only does 1/2 its dam-
  age to armor Integrity. 
  Balance Rating: 2
  ARMOR OPTIONS - OPTIONAL RULES
  Removing Armor Options: Any armor option that is listed as ’Built-
  in’ (with a ’B’ under size) may be removed from the armor, at a cost of
  half of the total price of the option. You will need to pay full price again
  to have the option reinstalled later. This includes having an option
  removed in order to install a second option in the required order.
  Example: Anti-Laser Coating must be installed before Corrosive
  Protection. If you already have Corrosive Protection and want to have
  Anti-Laser Coating installed, you must pay 500cr to have the current
  Corrosive Protection removed, and another 1,000cr to have it installed
  again after the Anti-Laser Coating is installed.
  FALLING DAMAGE - OPTIONAL RULES
  The following rules modify the falling rules on page 70 of Lock-N-Load:
  Weapons & Tactics. Falling damage is doubled for characters in heavy
  armor, and tripled for characters in mechanized armor.  Maximum
  damage in an environment with standard atmospheric pressure is 60d6
  for a character wearing body armor, 80d6 for a character wearing
  heavy armor, and 100d6 for a character wearing mechanized battle
  armor. There is no maximum damage limit for characters that fall in a
  vacuum. For characters that fall extreme distances into an atmosphere
  from space (say from 10km above the planet’s surface), they gain speed
  outside of the atmosphere and therefore all maximums listed above are
  quadrupled. 
  Balance Rating: 3
  FLUX SHIELDS - OPTIONAL RULES
  Breach Value: When the editors were toying around with different
  ways to revamp the Flux shield rules this was one of the ideas we came
  up with. In the end, we went for the simple, more elegant approach, but
  some may prefer the following method.  
  Using these optional rules, kinetic attacks do no damage to a Flux
  shield unless the attack exceeds a certain amount of damage.  The
  amount of damage a kinetic attack is required to do to affect the Flux
  is equal to 10% of their Flux shield’s current point total (regular, not
  heavy points).  This value is called the Flux shield’s “breach value.”
  Once a kinetic-based attack has exceeded the breach value it does half
  damage to the Flux shield’s remaining point total, which further reduces
  the breach value.
  Though this system is relatively simple there are lots of tweaks the
  BM can apply to his or her liking.  He may choose to have the breach
  value be based of the Flux shield’s original point total rather than the
  field’s current point total. This means the shield’s resistance to kinetic
  attacks doesn’t dwindle as the field loses strength. In addition, the BM
  may choose to have kinetic attacks that exceed the breach value do full
  damage to the shield or do their full damage minus the current breach
  value. Heck you can even change the breach value to be a set number,
  like 12.  Combine this with the option to subtract the breach value from
  a kinetic attack that exceeds the breach value and you’ve just given your
  Flux a Threshold vs. kinetic attacks.  Maybe you want the breach value
  to be a set, unchanging number, but you want that number to change
  from model to model. You can also change the breach value as a per-
  centage but change it to some other value like 5% or 20% - even 200%!
  The possibilities are nearly limitless.  Feel free to tinker if you get bored
  one day.  Balance Rating: 5
  Nesting Flux Shields
  OK, here is a more practical optional rule for Flux shields. Using these
  optional rules Flux shields can be linked together to provide additional
  protection to the user. Nesting Flux shields is accomplished by linking
  the Flux controllers together to form an array. One controller manages
  the power from additional power cells that are shunted together.
  However, because of the overlap in the shields, the total power of the
  array is only equivalent to 80% of the total of all fields.  For example,
  two 20 HP Flux shields linked together would result in a 32 HP (20 x 2
  x 0.8 = 32HP) nested Flux shield. In addition, the field generator is
  
  designed to only handle so much power so no more than four fields can
  be linked together.
  Otherwise there is a 3% chance of total field failure for each addi-
  tional generator beyond the first.  For example, four nested Flux shields
  would have a 9% chance of field failure [(4 shields - 1) x 3% = 9%)].
  The user must roll each round to determine if his field has collapsed if
  there is a chance of failure.   
  Linking Flux shields requires a Level 10 Computer Check, along
  with a level 11 Electrical Engineering check.  The Flux controllers and
  associated power cells have to be physically connected.  The parts to
  link two Flux shields typically cost 10% of the largest Flux shield’s orig-
  inal value. Obviously buying a larger Flux shield is a much more effi-
  cient option than to use an array. Balance Rating: 5
  HEAVY ARMOR - OPTIONAL RULES
  Rather than having archaic hand weapons do no damage vs. Heavy
  Armor, some Battle Masters may simply opt to double the Threshold of
  the armor vs. archaic hand weapon attacks.  The allows massive hits
  from AHWs, like a hit from a cybernetic Ram Python wielding a
  Thwack’em stick, to knock armored characters on their ass.
  Balance Rating: 4 
  IFF RULES
  The IFF beacon armor option can be set to active mode, passive mode,
  or inactive.  In active mode the transmitter broadcasts a signal that can
  be recognized as friendly by all other friendly IFF receivers.  Active
  mode has a range of 300 km under ideal conditions.  Active IFF bea-
  cons are easily identified by most sensor systems. As a result, person-
  nel who don’t want their presence known will often turn their IFF bea-
  con off (inactive mode).  In passive mode, the IFF can be detected and
  identified by sensor systems that are actively scanning the area, like an
  HIC or similar active sensor system.  
  LAMS - ADDITIONAL RULES
  Even with radar systems LAMS will not identify a missile by its type
  (Sabot vs. Saylon for example).  As a result, LAMS can not avoid mis-
  siles that are less of a threat to attack missiles with higher damage yields
  first. LAMS always fire at missiles in the order they come into range.
  Some Radar Packages feature “priority targeting” that allows you to tar-
  get missiles moving at or above a certain speed over other missiles, but
  they can’t distinguish between two missiles with different warheads
  moving at the same speed.  A LAMS that is hooked up to a Radar
  Package that is connected to HIC can determine what kind of Reflex
  missile is headed toward you, but only once the missile is closer than
  500m - the HIC’s range.   
  In this case the HIC will automatically target missiles that have the
  largest warhead first and then progress to the next largest until all the
  targets have been eliminated, unless the character specified otherwise
  (half action). However, since about half of the Reflex missiles travel
  faster than 500m/sec waiting for the missile to come into range of your
  HIC doesn’t give you a second chance if you miss the first time or fail to
  destroy the missile.  If a missile is traveling faster than 500m/sec you’ve
  got one burst of LAMS fire (full ROF) before it impacts.  If it travels
  slower than 500m/sec you may get two or even three bursts at it before
  impact. 
  Order of Fire with Multiple LAMS
  If multiple LAMS are present and they are targeting the same missiles,
  just fire them in the order of each character’s initiative.  Alternatively,
  for more realism the LAMS will fire in the order of their proximity to the
  missile, with the LAMS that is closest to the missile going first and the
  LAMS that is farthest away from the missile firing last.  Last but not least,
  the easiest way to avoid Reflex missiles is to get behind cover or stay in
  doors.  Radar systems can’t see through solid objects. Watch out for
  windows though!   For those who are counting, we’re up to about 1.25
  acronyms per paragraph in this section! 
  PMS2 Missiles
  LAMS have a 50% chance to destroy any PMS2 missile struck. 
  18
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  2 • FLUX SHIELD (OPTIONAL RULES) - LAMS
  TACTICS TO PRACTICE
  Laser Anti-Missile Systems (LAMS): Unlike ECM character’s
  can benefit from each other’s LAMS, because these anti-missile
  systems are constantly scanning for incoming targets that match
  the radar signature of a missile.  Any missile headed remotely in
  the character’s direction (BMs discretion)  will be targeted by his
  LAMS assuming his radar system detects it. This is true even if the
  missile is not aimed at him.  Therefore, each member of the party
  who can afford a LAMS should have a LAMS.  
  LAMS with higher ROFs are better.  If you’re low on credits, the
  Dissector is the best buy for the cash.  Larger characters can
  mount two LAMS.  With each character mounting a LAMS (or two)
  the overlapping field of fire created by the multiple LAMS should
  keep incoming missiles from getting to the party.  Even when oppo-
  nents use the “MIRV followed by a larger missile” technique, you
  should have enough combined ROF to take down all the incoming
  missiles.  
  
  19
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  EQUIPMENT
  19
  EQUIPMENT
  
  CYBERNETICS: MENTAL TRIGGER
  Mental Trigger: A mental trigger is a cybernetic triggering system that
  allows the operation of systems through the use of mental commands.
  The controller is priced based on the number of interfaces, the number
  of commands available on each interface, and finally the initiative mod-
  ifier of the system as a whole.  A basic two-command interface is stan-
  dard on the mental trigger, while multi-command (Capacity > 2) inter-
  faces are rare and cost much more. 
  A mental trigger is only capable of giving simple commands to an
  attached electronic device.  A mental trigger can not perform any phys-
  ical actions.  Most of the time a mental trigger is simply a substitute for
  a button or trigger.  A mental trigger does not add functionality to a
  device.  In other words, using a mental trigger can not make a device
  do something it couldn’t do before.  For example, a mental trigger
  could fire your weapon (replaces a trigger), but not instruct the
  weapon to reload itself (physical action) or scan for enemy combatants,
  which is a feature the weapon never possessed in the first place.  Lastly
  a mental trigger communications are one-way. The trigger can give
  commands to an attached device, but it can not receive feedback from
  the device. The BM will be the final arbitrator of exactly what com-
  mands a mental trigger is capable of giving.  All commands must be
  pre-programmed ahead of time and it takes two full actions to change
  a single command on a single interface.  A list of a few common com-
  mands follows.  This list is by no means exhaustive and possible com-
  mands are only limited by your imagination… and your BM’s attitude. 
  Weapons:
  Fire once
  Fire on fully automatic
  Stop firing on fully automatic
  Engage safety
  Bio Scanner:
  Scan for life forms
  Activate
  Deactivate
  Display range  on bioscanner to nearest life form other than user
  The interface system is standardized on most electronic devices across
  the Alliance.  Devices that are Tech Level (TL) 4 or higher are already
  equipped with a standard interface – it’s the same interface used to con-
  nect a device to a body computer using an EDM.  TL 4 devices require
  a 500 credit adapter, and TL 5 devices require a 100 credit adapter to
  communicate with the mental trigger.  Devices with a lower TL can still
  be equipped with an interface, but it requires some custom work.
  Note: When determining the TL of a device to be used with a mental trig-
  ger always use the highest TL if more than one is listed.
  Any device attached to the mental trigger gets to take advantage of
  the initiative reduction, if any, offered by the mental trigger. Devices are
  normally connected to the mental trigger wirelessly, but they may be
  physically connected to the user via reinforced fiber optic cables if the
  user doesn’t want all the wireless transmissions to give away their posi-
  tion to scanning equipment or if the enemy is using jamming equip-
  ment.  See the Body Computers section in the Lock-N-Load: Armor,
  Equipment, & Cybernetics for more info on jamming.  It takes a half
  action to hook up or unhook a cabled device from the mental trigger.
  The cable jacks can be installed nearly anywhere on the user, but are
  typically on the wrist, shoulder, or chest.  
  Custom interfacing for TL 3 or lower TL devices requires a level 15
  Computer Programming check in addition to a level 10 Electrical
  Engineering.  If the target is a weapon a level 13 Weapon Repair check
  must also be made.  A custom interfaces can be expensive and they can’t
  be installed on everything (BMs discretion).  I mean, you can’t honest-
  ly expect to mentally control your spear? The device must have a trigger
  or activation button of some kind to have an interface installed.  The
  cost of a custom interface increases as the TL of the device decreases.
  For really primitive devices it’s not uncommon for an interface to cost
  more than the device!  Putting a custom interface on a device raises its
  Tech Level to 6. 
  Cost for custom interface (BMs discretion):
  (7 – TL) x (5d4) x 1% x item’s cost.  
  Minimum cost for a custom interface is 500 credits. 
  Actions on interfaced items that are not a weapon are free actions a
  during combat. Non-combat actions with weapons are also free actions.
  Shooting a weapon is a combat action. It is important to note that even
  though giving commands may be free actions the actual execution of the
  command may take longer.  For example, telling your weapon to initi-
  ate self-diagnostic procedures may be a free action, but the weapon
  may take several minutes before the results of the diagnostic appears on
  the weapon’s display panel.  Commands that are free actions can be
  given to any interfaced device on any combat segment, and do not sub-
  tract from the character’s available actions during a combat segment.  
  Firing weapons still requires actions; half actions or full actions as
  appropriate, but like all devices attached to the interface they get to take
  advantage of initiative reductions, if any.  Using weapons requires
  actions because you still have to point them in the general direction of
  the enemy.  The mental trigger only activates the weapon.  In theory a
  weapon could be fired as a free action, but the shooter could not aim
  the weapon – not even for a snap shot. The target would have to be
  standing directly in the weapon’s line of fire to have any hope of hitting
  the target.   
  For Example, Timmy the rich Orion, has decided that his fingers are far too
  delicate and important to be wasted on time pushing buttons and pulling trig-
  gers. That’s time taken away from playing cards! Considering his latest windfall
  from gambling, he’s taken the opportunity to get the cybernetic mental trigger
  option.  Since Timmy wants to interface his Balshrom laser pistol, medical injec-
  tor, smoke generator, and Flux shield, he’s got a total of 4 devices. That would
  mean he would need to use the 5 interface unit (he’d have one spare). In addi-
  tion, since Timmy wants to be able to pick which of the medical injector injections
  he wants to use, and how much, he’ll need to use the multi-command (4 com-
  mands on interface) option on one of the interfaces. In addition, he’ll need to
  purchase the companion interface for each device attached, depending on its TL.
  20
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  3 • CYBERNETICS
  TYPE
  TL
  AV
  COST
  6-7
  UC
  Mental Trigger
  varies
  CYBERNETICS PG. 2
  
  Timmy’s Mental Trigger
  5 Controller Interface package - 40,000 cr.
  4 commands on interface 1 - 50,000 cr.
  1 command on interface 2 through 5 (10,000 x 4) – 40,000 cr.
  Interface for Balshrom BS-2 (TL 4) - 500 cr.
  Interface for Medical Injector (TL 6) – 0 cr.
  Interface for Smoke Generator (TL 5)– 100 cr.
  Interface for Flux Shield (TL 7) – 0 cr.
  Initiative Modifier of -1 - 100,000 credits
  Total cost = 230,600 cr.
  Interface 1: Medinjector
  Commands: 
  -Inject one dose of drug #1
  -Inject one dose of drug #2
  -Inject two doses of drug #2
  -Inject one dose of drug #3
  -Inject one dose of drug #4
  Interface 2: Balshrom laser pistol
  Commands
  -Fire one shot
  Interface 3: smoke generator
  Commands
  -Activate
  Interface 4: Flux shield
  Commands
  -Activate
  Interface 5: unused
  Balance Rating: 5 
  CYBERTRONICS
  External Output Coil: Identical to the external range coil, the exter-
  nal output coil increases matrix strength by 50%.  This device can not
  be worn with the external range coil. 
  Balance Rating: 4 
  External Range Coil: The original prototype for the cybernetic Range
  Coil wasn’t a cybernetic at all. It was worn externally like a hat and was
  not surgically implanted. After the concept was proven, the project went
  onto its next logical progression, which was direct access to matrix gen-
  eration pathways through surgical implantation of the device.  The
  external prototype was quickly discarded after the results of the cyber-
  netic prototype far exceeded expectations.  After rediscovering and pur-
  chasing the old prototype, Tri-Corp quickly patented the device on an
  obscure world outside of the Alliance, which gives them a legitimate
  claim to the tech if it ever becomes legal in the Alliance.   After a few
  modifications and some further refinement the device can now be
  placed inside a standard helmet.  While wearing the helmet matrix
  users will receive a 50% increase in the range of their matrices.  Sure
  it’s not as efficient as the cybernetic version, but not everybody wants to
  set off the metal detector at the spaceport and be arrested for having
  illegal cybertronics.  
  Balance Rating: 4 
  HUD Contact Lenses: These contact lenses display information on the
  back of the lenses so the user can see it.  The displays are only visible
  from the inside-out, so people observing the user can not tell they’re
  wearing the HUD contacts. The lenses can display anything from current
  temp, to the text of a book, to text messages, and tons of other info. If
  the user desires, the contacts can be voice-activated, or thought-acti-
  vated with small invasive surgical procedure (triple the cost).   
  Information is broadcast to the contacts by a small unit worn else-
  where on the body (ENC 1). The unit can be connected to almost any
  other TL 4 or higher level device either wirelessly or via a cable.  The
  unit can be mounted subdermally, but this restricts it wireless connec-
  tions to other devices that can be detected with the proper sensor gear.
  All actions while the lenses are active are at -30 because information on
  the lenses can, and often does, block your field of vision. 
  Balance Rating: 1 
  Surprise Trigger: A surprise trigger is a device developed by the
  paranoid Chatilian weapon’s designer named Bartoxk the Paranoid.
  This device monitors a Chatilian’s brain waves and watches for any
  sign of anxiety.  The minute the Chatilian’s becomes scared the device
  triggers a preset piece of equipment or weaponry. Typically this is a
  Flux shield or PDS, but it’s not unheard of for a Chatilian to have it
  activate a weapon or a communication device.  Batroxk’s surprise
  21
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  CYBERNETICS - CYBERTRONICS
  TYPE
  ELE
  EMP
  SPACE
  COST
  External Output Coil
  15
  20
  0.1
  250,000
  External Range Coil
  12
  12
  0.1
  50,000
  HUD Contact Lenses
  20
  20
  0
  2,000
  Surprise Trigger
  45
  45
  0.3
  45,000
  CYBERTRONICS PG. 2
  COST
  Choose one for each interface, you can select the same one more than once.
  1 Command on Interface 
   
   
  10,000
  2 Commands on Interface 
   
   
  20,000
  4 Commands on Interface 
   
   
  50,000
  8 Commands on Interface 
   
   
  85,000
  NUMBER OF COMMANDS
  10 Commands on Interface 
   
   
  120,000
  MENTAL TRIGGER: COMMANDS
  COST
  Choose one from the list below
  IM = 0 
   
   
                 
  IM = -1 
   
   
   
   
  100,000
  IM = -2 
   
   
   
   
  200,000
  IM = -3 
   
   
   
   
  350,000
  No additional cost
  INITIATIVE MODIFIER
  IM = -4 
   
   
   
   
  550,000
  MENTAL TRIGGERS: INITIATIVE MOD
  COST
  2 Interfaces 
   
   
   
  No Cost
  3 Interfaces 
   
   
   
  25,000
  5 Interfaces 
   
   
   
  40,000
  10 Interfaces 
   
   
   
  80,000
  25 Interfaces 
   
   
   
  100,000
  NUMBER OF INTERFACES
  MENTAL TRIGGER: CAPACITY
  
  trigger activated his suicide device – he was really paranoid, and so
  were his many clones.  Since Chatilians are aware of the thought’s of
  those within 2 meters, the aggressive intentions of an assassin is suffi-
  cient to activate the device preventing the Chatilian from being taken
  by a surprise attack. Hence the name of the device, the “surprise trig-
  ger.” The device is often used in combination with the ESP matrix,
  which increases the range of the Chatilian’s natural telepathic abilities.
  Before you ask, yes the device can be used by other species once it is
  tuned to their brain waves, but since only a Chatilian can sense
  aggressive thoughts before an aggressor acts on them, it really doesn’t
  work as well for other species.  When used by non-Chatilians typically
  the device activates after you’re already being shot at!
  Balance Rating: 5
  DETECTION EQUIPMENT
  Bomb Detonator: This device sends a radio transmission out on every
  frequency in rapid succession, automatically detonating any explosive
  device armed with a TL 3 or lower radio detonator. 
  Balance Rating: 1 
  Explosives Detector: This chemical sniffer is able to detect the
  nitrates and chlorates used in common explosives as well as the more
  complex compounds used in modern explosives.  It also uses dielectric
  analysis to test materials in physical contact with the sniffer. These tests
  will not cause the explosives to detonate. This highly sensitive device is
  able to detect traces of the explosive compounds in the air down to a
  few parts per million.  The amount of explosive in the air along with the
  proximity of the detector to the source determines its effectiveness.  The
  system is 100% accurate in detecting and identifying the explosive com-
  pound if it is in direct contact with the explosive or it is touching a mate-
  rial that an explosive has been in direct contact with.  The accuracy
  drops by 10% for every meter of distance between the detector and the
  source.  When not in direct contact with the source, the system is affect-
  ed by wind conditions, ventilation, and other environmental effects that
  would change the amount of explosive residue in the air (BMs discre-
  tion). 
  Balance Rating: 1
  DROP PODS
  A Drop Pod is essentially a vehicle used for fast orbital insertion of a
  Strike Team. Pods have enough room for up to 4 mercs and their gear.
  In theory the pod will look like a meteor burning up on re-entry to most
  observers and scanning systems.  That way no one would suspect an
  insertion team is being dropped planetside to bring the pain. Mind you
  on high-tech worlds drop pods are almost useless, as a detailed scan
  will reveal its true nature. However, for insertions on those back-water
  worlds to there’s nothing better… or cheaper.  Drop pods were origi-
  nally developed before displacer technology was commonplace. Back
  then the military would make frequent use of drop pods for fast inser-
  tions.  Once they’ve landed, drop pods can be quickly converted into
  handy bunkers (THR 15, INT 40) or make-shift quarters for extended
  campaigns.  More advanced drop pods often have chaff ejectors, camo
  units, and similar equipment that make them more usable on high tech
  worlds.
  Your typical pod has maneuvering thrusters to keep it level and
  drogue-chutes to slow it down before it hits the ground.  The thrusters
  fire at the last possible minute to keep up the appearance of meteor
  impact.  This makes for a wild and bumpy ride down through the
  atmosphere.  Anyone with Fighter, Spacecraft or Transicruiser can eas-
  ily pilot a drop pod without the Drop Pod piloting skill. 
  Balance Rating: 1 
  ESPIONAGE EQUIPMENT
  Biomech Duplicator: Scientists at Warmonger Industries got this
  idea after the resident Mazian swallowed an Imagizer. The device is set
  for a particular species, activated, and then the Mazian envelopes the
  unit.  Once activated this device allows a Mazian to pass as the species
  of its choice under the scrutiny of a Bio-Scanner, X-ray, and infrared
  analysis. Unless the Mazian has changed its physical shape to mimic the
  species the Duplicator is set for, it will obviously be visually identified
  as a Mazian.  However, assuming the Mazian is mimicking the same
  species set on the Duplicator, the blob will look like the target species
  and pass for that species even when scanned. Biomech Duplicators are
  expensive but only a tissue sample will identify the blob’s true nature
  while using one.  These devices bypass anti-espionage laws by also
  allowing the Mazian to mimic the infrared and bio mechanisms signa-
  tures of animals native to their homeworld, allowing them to escape
  from predators.
  Balance Rating: 2
  22
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  3 • CYBERTRONICS - DROP PODS
  TYPE
  TL
  AV
  COST
  3-4
  UC
  4-7
  UC
  Bomb Detonator
  1,000
  Explosives Detector
  35,000
  DETECTION EQUIPMENT PG. 2
  SKILL
  SC
  L
  T
  $
  PS
  JA
  M
  JS
  BC
  Drop Pod Pilot
  1
  25
  3wk 1.5 MD
  -
  10
  -
  -
  PILOTING SKILLS: DROP POD
  TYPE
  TL
  AV
  COST
  5-7
  R
  3-7
  UC
  3-4
  C
  4-6
  UC
  Biomech Duplicator
  100,000
  Texturinzing Agents
  1,000
  Booby-Trap Trigger
  2,000
  Coloring Agents
  300
  ESPIONAGE EQUIPMENT PG. 2
  
  Booby-Trap Trigger: Commonly referred to as an “Eridani trigger”
  these devices are inserted into the handles of AHWs or in the grips of
  high-tech weapons.  Any Phentari that touches the handle/grip of the
  weapon causes it to self-destruct (immediate Malfunction roll at +90).
  Any non-Eridani that touches the handle/grip of the weapon causes it to
  emit a powerful electrical shock. Treat the shock as a hit from a
  Thunderbolt Generator that does 1-4 points of damage (Q of 3).   
  Weapons that don’t blow in spectacular ways when they malfunc-
  tion can be equipped with the grenade of the user’s choice that’s trig-
  gered when a Phentari attempts to use the weapon. The grenade is
  installed in the handle/grip of the weapon and it’s ENC and cost is added
  to the cost of the weapon. Typically most Eridani are content with their
  swords shattering dramatically when the “self-destruct” is triggered
  since they don’t want to touch anything a Phentari has been wrapping
  its tentacles around. 
  The system works by using a short-range sensor that can scan the
  DNA of the target, even through an armored suit.  Since you can’t pick
  a weapon up and use it without dropping your Flux shield first there’s
  no need for the device to scan through Flux shields.  Special order ver-
  sions (double the price) can also be set to allow only a single user or
  a pre-selected set of users to wield the weapon without any conse-
  quences.  Though originally designed for use only with Eridi-corp
  weapons and equipment, Balshrom has now copied concept and is
  making a version available to the general public that’s a little friendlier
  to non-Eridani. 
  Balance Rating: 2
  Coloring Agents: Similar to Tri-Corp’s texturizing agents, these agents
  only change the color of the Mazian, not its texture.  Mazians typically
  color their bodies to suit their mood and more adventurous Mazians
  will swirl different colors in their body to create a “really far-out effect,
  man.”  Color agents last for 4d20 minutes and are also available in
  photo luminescent (they glow in the dark) or UV active varieties (only
  visible with UV optics) for twice the price. 
  Balance Rating: 1
  Texturizing Agents: Tri-Corp has developed a number of pre-mixed
  texturizing agents available for Mazians that help them mimic the
  appearance of other aliens.  The agent is consumed by the Mazian and
  changes both the color and texture of the Mazian’s surface, allowing the
  Mazian to look and feel more like the species it’s impersonating.  Tri-
  Corp has over 400 texture agents available. That’s almost 15 different
  color and texture combinations per species.  Tri-Corp employees would
  be happy to help you pick out the best match.  Just bring in a picture of
  your mimic target and we’ll do the rest.  The agent provides a +30
  bonus to Impersonation attempts and lasts for 3d10 minutes before it
  degrades. 
  Balance Rating: 2
  OPERATIONS EQUIPMENT
  Passive IFF Receiver: Most weapons can be equipped with a passive
  IFF receiver, which detects only active IFF beacons. A red warning light
  on the weapon or inside the user’s helmet is activated when the weapon
  is pointed at a target with a friendly active IFF beacon.  The system can
  be set to automatically engage the weapon’s safety to prevent it from
  being fired in addition to turning the warning light on, but most mercs
  opt to simply have the warning indicator light activate.  It’s “safer” to
  risk killing a teammate than having your weapon lock-up on you
  because that charging arachnid ate Bob and his IFF transmitter. The
  cost is 500 credits per weapon. Balance Rating: 1
  Radar-Laser Sight: This accessory combines a laser sight with line-of-
  sight motion detection. The sight detects motion in objects, and the
  beam pulses brightly when directed at a moving object. This laser sight
  affords a +12 bonus to attack rolls in range brackets 1-4, and snap
  shots are made at a –30 as per normal laser sights. Beyond range
  bracket 4, a scope must be employed to gain the bonus (and see the
  laser dot). The laser has a range of 500m. The sight is sensitive enough
  to distinguish between a deceased body and an unmoving (yet still
  breathing) body, but it should be noted that many situational modifiers
  can nullify this function: onboard an accelerating spacecraft (every-
  thing shakes), a Ram Python walking by (everything shakes), etc. Note
  that the sight does not distinguish between friend or foe, or even
  between living and non-living matter. Sure, something is moving down
  that dark hallway, you can see the laser dot pulsing on whatever it is in
  the darkness… to shoot or not is another matter (I say shoot… friends
  don’t sneak up on you in the dark).
  Balance Rating: 1
  Target Locator: Identical to the K-Sat accessory of the same name. The
  Target Locator is about the size of a paperback book and must be kept
  at least 5 meters away from the target.  The unit will not correctly iden-
  tify the target’s location if it is closer than 5 meters, eliminating the +20
  bonus to hit and rendering the unit useless for Rad Cannon and Atomic
  Displacer targeting.  The user must manually aim the device at a target
  in range using a vid screen (with passive night vision capabilites) built
  into the device. Once a target has been designated the device needs no
  other interaction and is usually camouflaged.  The incoming attack will
  hit where the device is aimed at (assuming the gunner hits the mark)
  so if the target moves and you don’t re-aim the Target Locator you’re
  out of luck. Max Range: 30 meters.
  Balance Rating: 4
  Target Locator PLUS: Identical to the K-Sat accessory of the same
  name, with the same restrictions as listed above for the Target Locator. 
  Balance Rating: 4
  23
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  ESPIONAGE EQUIPMENT - PERSONAL EQUIPMENT
  TYPE
  TL
  AV
  COST
  3-6
  UC
  4-6
  R
  5-7
  UC
  5-7
  UC
  Target Locator
  2,000
  Target Locator PLUS
  10,000
  Passive IFF Receiver
  500
  Radar-Laser Sight
  1,500
  OPERATIONS EQUIPMENT PG. 2
  
  PERSONAL EQUIPMENT
  Za’l Stasis Generator: Developed by the famous Andromeni scientist
  named Za’l while he was in possession of a dead Mutzachan’s body, the
  stasis generator allows an Andromeni to temporarily inhabit a body
  without expending a body point. The device must be placed on tempo-
  rary host, after which it allows the body to be inhabited for 1d4 min-
  utes, before the Andromeni is expelled. An Andromeni does not have
  access to the skills or memories of a host that is temporarily inhabited,
  but they have full motor control over the host’s body. The Andromeni
  still has to spend a body point to inhabit a new host once it is expelled
  from its temporary home, but none of its body points are lost for the
  temporary possession. Balance Rating: 4
  Zombie Generator: Another device created by the Andromeni scien-
  tist Za’l. The Zombie Generator allows an Andromeni to possess a body
  that has been dead for up to 120 days. The results of these possessions
  are often gruesome, when the decomposing corpse gets up and walks
  around. Corpses this old and decayed tend to fall apart, because the
  state of decay is often beyond an Andromeni’s ability to fully repair.
  Assume the corpse loses one body point from its current total for each
  week spent decomposing after its demise. This can drop the corpse’s
  body points into negative numbers. If the Andromeni fails to increase
  the corpse’s body point total to a positive number it can not inhabit the
  corpse, but still loses on its own body points for the attempted inhabi-
  tation. If the Andromeni does get the corpse up and moving around, but
  it has not been returned to its original, undamaged, body point total the
  corpse has a 25% chance to lose a body part once per day until fully
  healed. Roll on the Hit Location Chart to determine which body part has
  fallen off the poor departed Andromeni’s host. Balance Rating: 4
  PERSONAL DEFENSE SHIELDS
  Using newly refined PDS technology the 5HP limit has finally been bro-
  ken. These second-generation PDS units are available in field strengths
  up to 17HP!  The downside to this newer technology is that these units
  take twice as long to recharge, and can only receive an “instant charge”
  at TL 6+ Armor Repair Stations.  Recharge costs for all second-gener-
  ation PDS units is 10 credits per point.
  Balance Rating: 4
  Marshal: The first of the second-generation PDS units to hit the mar-
  ket. This briefcase-sized unit emits a 7HP field.  Sure it’s bulky, but isn’t
  your safety worth the inconvenience? 
  Balance Rating: 4
  Secret Service: A step up from the Marshal PDS.  This unit has a field
  strength of 10HP and is about the size of a 20th century paperback
  book, and can be clipped to your belt. 
  Balance Rating: 4
  Panther: Named after the Alliance light battle tank, the Panther packs
  a respectable 13HP of protection into a small package.  It’s about the
  size of red stapler; just don’t let anybody wander off with it. 
  Balance Rating: 4
  Costner: The best money can buy. This PDS unit is capable of generat-
  ing a 17HP protective field.  The standard model straps to the user’s belt
  and is a little bulky.  Custom-made versions can be ordered for three
  times the price and can be installed into anything with more volume
  than a baseball.  Installing the unit into sword scabbards or in the soles
  of dress shoes is becoming increasingly popular.  It shows up like a
  strobe light under ultra-violet scanners, but who cares because it’s
  nearly impenetrable, right? 
  Balance Rating: 4
  24
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  3 • WEAPON DESCRIPTIONS
  TYPE
  TL
  AV
  COST
  6-7
  R
  7
  VR
  Za’l Stasis Generator
  30,000
  Zombie Generator
  50,000
  PERSONAL EQUIPMENT PG. 2
  TYPE
  TL
  AV
  COST
  6-7
  R
  6-7
  R
  6-7
  VR
  7
  U
  Marshal
  1,000,000
  Secret Service
  1,500,000
  Panther
  2,000,000
  Costner
  2,500,000
  PERSONAL DEFENSE SHIELDS PG. 2
  “Hi, I’m Pulsie, the
  Battlelords Armor and Weapons
  Assistant. Throughout this book,
  I’ll be providing helpful hints
  about the weapons used by
  Battlelords, and how to defend
  yourself against them. These
  hints just may save your life! 
  Remember, typically your best
  bet will be to pony up the credits
  and buy a Flux shield or a PDS.
  These will stop most forms of
  attack while the shield is func-
  tioning, and are a lot less expen-
  sive than paying some Zen for
  reincarnation. 
  Manufacturers
  are constantly expanding prod-
  uct lines. You can now buy a PDS
  in the following new sizes: 7HP,
  10HP, 13HP, and 17HP.”
  INTRODUCING PULSIE
  
  25
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  WEAPONS
  WEAPONS
  
  ARCHAIC HAND WEAPONS
  Bayonet: Where are the Bayonets?  Treat a bayonet as a spear but it has
  a -20 to hit and can not be thrown.  If a bayonet is used to attack, the
  weapon it is attached to is required to make a SS roll after each hit. 
  Balance Rating: 1 
  Crystal Dagger: These Chatilian weapons are crystalline stabbing
  weapons resembling daggers. The amazingly hard crystal is grown to
  the size and the shape required by the user.  These weapons are primar-
  ily designed for stabbing soft targets as any hard impact requires a
  System Shock roll, with failure indicating that the weapon has shattered.
  Similarly, a System Shock roll is required when damage done by the
  weapon fails to exceed the Threshold the target. 
  A well-grown dagger is balanced enough to be thrown, but this
  costs double the price.  If a thrown dagger isn’t purchased, ignore all
  accuracy stats for every range bracket but the first. Clever Chatilians
  have been known to pay handsomely for a dagger that they can also use
  as a generation focus crystal. Daggers of high enough quality to be used
  as focus crystals cost four times the normal price.  
  Balance Rating: 3
  Double Sword: Ashanti weapon, these swords have a blade on both
  end of the handle. In other words if you were to hold the weapon ver-
  tically in your hand, you would have a blade attached to the “top” of the
  handle pointing up and another blade attached to the “bottom” of the
  handle pointing down.  The weapon’s design allows Ashanti to engage
  multiple targets, even targets in front and behind them simultaneously.
  Because the weapon is well balanced it can also be thrown.   
  An Ashanti can attack two targets with a single attack roll with this
  weapon as long as both targets are within the 2 meter range of the
  Ashanti’s spatial awareness. Ashanti attacking multiple targets in this
  fashion must make a single attack roll taking into account only the tar-
  get that is hardest to hit when determining attack penalties.
  Balance Rating: 2 
  Flash Crystal: A favorite of Chatilian’s everywhere.  When this crystal
  is thrown against a hard object, shattering it, it releases a blinding flash.
  Any target within 5 meters that was not aware of the imminent flash is
  entitled to a Radiation SMR.  Failure indicates that target has been
  blinded for 2d4 seconds. 
  Balance Rating: 2
  Hot Rocks:  Hot rocks are dense geode-like rocks (hollow spheres)
  that are filled with tar and uranium particles.  Gemini use these rocks
  as weapons, throwing them at opponents with sufficient force to break
  them open.  On impact the rocks break apart releasing its sticky pay-
  load of uranium-impregnated tar over the surface of the target.  The
  lead-infused crystals inside the rock help keep the radiation from
  escaping until the rock is cracked open. In addition, hot rocks come in
  their very own lead-lined storage case!  A hot rock can be thrown 1/4
  of ones Strength in meters. 
  The rock must do at least 2 points of damage to the target before it
  impacts with enough force to crack open.  If the impact does less than
  two points the rock doesn’t break.  That being said hot rocks are heavy
  and a Gemini or Ram chucking one could easily kill an unarmored
  human with a hit to the head or chest. Assuming the rock impact does-
  n’t kill you, if it breaks open any target without a Rad Liner must make
  an immediate Radiation SMR.  Failure indicates the target has contract-
  ed radiation poisoning. See the Rad Cannon entry for more information
  on radiation poisoning.  The target must make an SMR once per day to
  avoid radiation poisoning until the sticky tar is cleaned off the armor,
  which is no easy job without getting it stuck to everything else. A
  Decontamination skill check with a level 5 difficulty is required to clean
  the target. Failure indicates additional exposure requiring another
  Radiation SMR to prevent radiation poisoning. Armor sanitizers are not
  effective in cleaning up radioactive threats.  
  Gemini and Mutzachans must fail two Radiation SMRs in a row
  before they contract radiation poisoning.  Characters that have open
  face helmets (ouch) are not protected from radiation poisoning by a
  Rad Liner if they are hit in the head.  Characters without environmental
  containment within a 3 meter radius of the target may breath in
  radioactive dust released by the rock’s impact (assuming it breaks
  open) and must make a Radiation SMR or contract radiation poisoning.
  However, characters that inhale the dust receive a +30 to their SMRs
  because of the reduced nature of the exposure. Filter masks, gas masks,
  and O2 or Methane masks completely protect the character from inhal-
  ing the harmful dust.  
  Balance Rating: 3 
  Kizanti Phase Weapons: When commercial Rift runs were still legal,
  it was routine for science teams to gather samples of anything they came
  across while in the Rift, and asteroids were no exception.  During a Rift
  run the crew of the survey ship Stellar Explorer was busy cataloging
  and boxing up mineral samples from the Rift.  The ship encountered a
  Rift storm and the hull of the cargo bay was breached.  The blast doors
  of the ship automatically sealed off the cargo bay from the rest of the
  ship when the depressurization was detected. One of the crewmembers,
  a Kizanti, instinctually began to prepare for displacement to the other
  side of pressure door.  To his surprise the Rift minerals he was still
  holding became transparent and intangible about half way though his
  preparations for displacement – and thus phase weapons were discov-
  ered.   Oh, the Kizanti was partially sucked out into space through the
  3” hole in the hull, but the security cameras recorded the event for posterity. 
  Further experimentation revealed that Kizanti could indeed cause
  certain minerals mined from the Rift to shift phase during preparation
  for displacement.  Soon Kizanti began forging weapons out of the Rift
  minerals, turning them intangible, and then sticking through unsus-
  pecting targets.  As soon as the Kizanti released his grip on the weapon
  it rematerialized inside the target typically destroying both the target
  26
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • ARCHAIC HAND WEAPONS
  26
  TYPE
   ER
  TL
  AV
  COST
   -
  3-4
  P
  -
  3-5
  UC
   -
  1
  UC
  5
  3
  R
   1/4 STR
  3
  UC
   var
  var
  VR
   25
  2
  UC
   5
  3-4
  UC
   10
  5
  R
  Bayonet
  Crystal Dagger
  Double Sword
  Flash Crystal
  Hot Rocks
  Kizanti Phase Weapon
  Mazian Horse Shoes
  Razor Whip
  Shatter Dagger
  10
  500
  120
  250
  1,000
  100x
  15
  500
  50
  ARCHAIC HAND WEAPONS PG. 3
  
  and the weapon. Damage to the target is equal to the ENC of the weapon
  and is applied directly to the character’s Body Points, as well as the
  armor’s Integrity and Absorption. The part of the weapon stuck in the
  target is effectively useless even if cut out of the target.  As a result phase
  weapons are typically large and heavy items like two-handed swords,
  though lately staffs have been becoming popular as the user can cut off
  the useless bit and still have a functional, albeit a shorter, weapon.   In
  a phased state the weapon can pass through any material object regard-
  less of Threshold, but is stopped by Flux, PDS, or kinetic energy shields. 
  Kizanti can still move the weapon while it is intangible, but he does
  not actually displace anywhere if he continues to prepare for displace-
  ment. Any attempt to “activate” a phase weapon causes the Kizanti to
  sacrifice one of his two daily displacements whether the attempt was
  successful or not. To make a phase weapon become intangible the
  Kizanti must make a Displacement skill check with a level 7 difficulty.
  The weapon remains in its phased state for 3d4 seconds. Unlike dis-
  placement, activating a phase weapon only requires 1 second.  
  Since the Alliance has banned non-military Rift runs the cost of
  Kizanti phase weapons has skyrocketed. Nearly any metal archaic hand
  weapon made from metal can be constructed as a phase weapon by
  using Rift minerals in the alloy.  However, the cost is typically 100 times
  the standard price of the weapon, because weapon manufacturers are
  limited to purchasing minerals extracted before the ban or harvesting
  material ejected from the Rift, which is rare.  Though everyone else
  calls these things Kizanti phase weapons, the Kizanti still refer to them
  as “hull pluggers” in memory of their departed discoverer.  
  Balance Rating: 3 
  Mazian Horse Shoes: These horseshoe shaped implements are typ-
  ically thrown by Mazians as weapons. The tips of the horseshoe are
  pointed and the inner edge is sharpened to allow for deeper penetra-
  tion.  Skilled Mazian shape shifters can use their bodies like a rubber
  band to propel the device at their target.  Each level of shape change
  skill adds +1 to the accuracy of the weapon in all range brackets.  For
  every 5-levels of Shape Change the weapon does an additional point of
  damage. 
  Balance Rating: 1 
  Razor Whip: An Ashanti weapon, this metal cable has razor sharp
  blades down its entire length.  The blades in the whip can be retracted
  back into the cable by pressing a button in the handle. The whip’s
  length can be changed from half a meter to 5 meters by contracting or
  compressing the segmented cable using a dial on the base of the handle. 
  The Ashanti’s spatial awareness ability combined with some unique
  hand-to-hand training allows them to target opponents within 360
  degrees with this deadly weapon.  For every three skill levels in AHW
  (Razor Whip) an Ashanti can strike an additional target after the first
  with a single flip of the whip, as long as all the targets are within the 2
  meter range of the Ashanti’s spatial awareness.   Ashanti attacking mul-
  tiple targets in this fashion must make a single attack roll taking into
  account only the target that is hardest to hit when determining attack
  penalties. An attack roll that fails by more than 30 indicates the user has
  struck himself with the whip.  
  Balance Rating: 2
  Shatter Dagger: Identical to a crystal dagger except the crystal in this
  dagger is grown around a small shaped charge. When the dagger is
  stabbed into a target the impact on the tip of the weapon causes it to
  explode, showering the target with 1d6 penetrating crystal fragments
  each shard doing 1d4 points of damage.  The crystal shards are blown
  away from the user by the shaped charge.  Any impact of the tip of this
  dagger will cause it to explode.  
  A well-grown dagger is balanced enough to be thrown, but this
  costs double the price.  If a thrown dagger isn’t purchased, ignore all
  accuracy stats for every range bracket but the first.
  Balance Rating: 3 
  ARCHAIC POWDER WEAPONS - OPTIONAL RULES
  He had an automatic weapon!
  OK, Rant time.  I keep hearing on the nightly news about people run-
  ning around with “automatic” weapons.  It drives me nuts.  With a few
  exceptions, all weapons are automatic.  They’re either semi-automatic
  or fully automatic. There is a big difference, and evidently most news-
  casters don’t know it.  Unfortunately this gives the impression that peo-
  ple are running around the streets with fully automatic machine guns,
  when most of the time it’s a semi-automatic pistol.  So let me explain
  the difference between a semi-auto and fully automatic weapon.  
  With a semi-automatic weapon every time you pull the trigger the
  weapon will fire one, and only one, projectile. Then you must let go of
  the trigger and pull it again to fire another –single- projectile. With fully
  automatic weapons you squeeze and hold the trigger and the weapon
  will continue to fire bullets at a set rate for as long as the trigger is held
  or until it runs out of ammo.  Typically the rate of fire on fully automat-
  27
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  AHW - APW (OPTIONAL RULES)
  “Everyone’s first thought is the
  KE Shield, and that can be effec-
  tive here, too. But if you don’t
  want to be hit at all, you might
  consider the Magnetic Deflection
  Generator. This armor option
  gives you an 85% chance of not
  being hit by any bullet fired at
  you. It’s a trade-off, because
  those that do hit will do full dam-
  age (and you can’t operate two
  energy field armor options at the
  same time, so no stacking the KE
  Shield and the MDG).”
  PULSIE ON ARCHAIC POWDER WEAPONS
  
  28
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • ARCHAIC POWDER WEAPONS - OPTIONAL RULES
  ic weapons is set at the factory and it is generally higher than you could
  achieve with a semi-automatic weapon.  You’d have to pull the trigger
  really fast on your handgun to achieve the rate of fire of say, a Mac-10,
  on full auto.  
  Burst fire has functionality of both fully automatic and semi-auto-
  matic fire.  With burst fire a single pull of the trigger will fire a set num-
  ber of projectiles, usually two or three, after which the weapon will stop
  firing. To fire another burst the shooter must release the trigger and
  pull it again to fire another burst.  Burst fire allows the shooter to fire
  more projectiles without the aim hindering recoil of fully automatic fire.
  If the weapon is well designed all projectiles will have left the barrel of
  the weapon before the shooter even feels the recoil when firing in burst
  mode.  This allows the shooter to fire multiple projectiles simultaneous-
  ly with close to the accuracy of semi-automatic fire.   
  So now you’ll know when you hear a news caster talking about
  someone using an “automatic” weapon that they aren’t really telling you
  much.  It’s kind of like telling you there was a chase involving a “vehi-
  cle.”  Was it a car or a tank?  Both are vehicles.
  Realistic Semi-Auto Fire – Rapid Fire
  OK, let’s face it. Just about anybody can pop off more than 2 shots in a
  3-second combat round when firing a semi-auto weapon.  The rules are
  fairly realistic if you’re shooting at a target in the first range bracket
  where you don’t take a snap shot penalty.  This simulates two well-
  aimed shots every three seconds, which is pretty realistic – assuming
  you’re aiming.   Now if you’re in real combat and the feces has struck
  the rotary cooling device then you’re probably yanking on that trigger
  as fast as you can while hiding behind any available cover. To hell with
  aiming!  I’ll bet you a credit most people are going to get off more than
  2 shots in three seconds.  It’s probably going to be more like four to six
  shots!  Now you have the option to fire more than twice! 
  When a semi-automatic weapon is fired more than twice per com-
  bat round it is referred to as Rapid Fire.  
  The optional Rapid Fire rules are detailed below.
  • When using these optional Rapid Fire rules all APW pistols that don’t
  specifically state they are capable of fully automatic or burst fire have
  an ROF of 1.
  • To find the number of shots your character can shoot in a single com-
  bat round when Rapid Firing take your character’s Manual Dexterity
  primary attribute and divide by 30 (round normally).  This number is
  called your character’s Rapid Fire Speed or RFS. 
  • When Rapid Firing each shot after the first takes the burst penalty, if
  any,  as appropriate for that weapon system.   Snap shot penalties are
  applied as normal. 
  • Only the first shot in any Rapid Fire attack can be aimed.  The char-
  acter must still take time to aim.  The time required to aim is described
  in the main rulebook. 
  • Characters can choose to Rapid Fire for a half action or as a full
  action. If the character Rapid Fires as a full action for more than one
  round any burst penalties carry over from round to round, since it is
  assumed the character didn’t stop firing between rounds.  This means
  the character can not aim the first shot fired during any combat round
  after the first during consecutive rounds of full action Rapid Firing. 
  • If Rapid Firing as a full action divide the character’s RFS as evenly as
  possible between the three fire segments, with any excess shots occur-
  ring in the earlier segments.  For example, a character that could Rapid
  Fire 8 rounds per combat round would fire 3 in the first segment, 3 in
  the second segment, and 2 in the last segment - assuming you have
  enough ammo in the weapon.  
  • If Rapid Firing as a half action divide the character’s RFS by 3 and
  round up if a fractional result is obtained. This is the number of shots
  a character can Rapid Fire in a half-action, assuming they have enough
  ammunition in the weapon. 
  • Munchkin Clause: The number of shots fired when Rapid Firing,
  whether as a half-action or full action, can not exceed the available Q
  of the weapon being fired.  The number of shots actually fired will be
  equal to either the RFS that is appropriate for the action length or the
  available Q, whichever is lower.  Once the weapon’s Q has been
  exhausted the weapon must be reloaded before the character can fire
  the weapon again. 
  • The RFS is typically depicted in the following manner: RFS 8/3, with
  the number in front of the slash indicating the number of projectiles
  that can fired in a full action and the number after the slash indicating
  the number of projectiles that can be fired in a half action.  
  • BMs may rule that only APWs can be Rapid Fired because other semi-
  automatic (ROF 1) weapons require time to recharge between shots.
  • Remember that some weapons, like most machine guns, are only
  capable of full-auto or burst fire, making them ineligible for Rapid Fire. 
  Balance Rating: 4
  Realistic Semi-Auto Fire – Designers Notes
  There are a couple of things to keep in mind when looking at the rate
  of fire of weapons in Battlelords, especially with archaic powder
  weapons (APWs).  Most of the APWs that are capable of fully automat-
  ic fire have had their rates of fire (ROF) reduced from their real-world
  values.  This has been done for a couple reasons. 
  First any increase in the rate of fire is going to dramatically increase
  the lethality of archaic powder weapons, which are already incredibly
  lethal.  Second, figuring out where all those bullets go can be a real
  drag on the speed of game play.  Some real world chain guns are capa-
  ble of firing more than 50 bullets a second.  Do you really want to roll
  up to 150 hit locations for each target hit by a chain gun every combat
  round?  I don’t think so!  As a result the RFS calculations in the Rapid
  Fire rules have been artificially constrained to make sure they don’t
  overpower the capabilities (and lethality) of the fully automatic
  weapons.  Most fully automatic weapons are likely to be far more lethal
  than a semi-automatic weapon no matter how fast you can pull the trig-
  ger. So even though your character with a 150 Manual Dexterity should
  be easily able to pop off more than 5 bullets in a combat round with
  their semi-auto it’s not going to happen.  Sorry.  It’s another suspension
  of realism we must make to maintain game balance.  If you want a more
  realistic number at the expense of some game balance divide a charac-
  ters Manual Dexterity by 15 or 20 to obtain a higher RFS.
  
  29
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  ARM ROCKET RIFLES - A/R BEAMS
  ARM ROCKET RIFLES (ARRS)
  Arm Rocket Rifles are rifles that can be loaded with arm rockets, allow-
  ing a soldier to fire arm rockets without the need for armor or a rack.
  The goal of these weapons was to equip unarmored or lightly armored
  soldiers with inexpensive fire-and-forget weaponry.  The weapon
  designers at Warmonger Industries decided to design a weapon that uti-
  lized existing rockets in order to keep the development cost of the
  weapon low.  Any arm rocket can be used with Arm Rocket Rifles.  
  Balance Rating: 4 
  Freefire Rifle: This rifle is the first magazine-fed arm rocket rifle.  The
  standard magazine holds four arm rockets.  A much larger 8-rocket
  magazine, and 12 shot drum were eventually released for the Freefire. 
  Freeshoot Rifle: An improvement over the Freefire rifle, the Freeshoot
  has a much faster rate of fire.  The Freeshoot has magazines that will
  hold the same number of rockets as the Freefire, but the magazines are
  not interchangeable between the two weapons.  The Freeshoot has an
  attached folding bipod and comes with a self-destruct system (treat as
  a Super Plas grenade). 
  Porcupine: The Porcupine is a unique concept in arm rocket rifles.
  The Porcupine looks like a rifle with a large box on the end of the bar-
  rel.  The front of the box, where the rifle’s barrel would normally end,
  has a honeycomb lattice.  Each cell in the lattice is large enough for one
  arm rocket.  When the weapon expends all of its arm rockets, new
  rockets can be dropped back down into each cell of the box, or the
  entire box can be replaced with a fresh, pre-loaded box using a quick-
  change mount.   The stock of the weapon is weighted to counter-bal-
  ance the heavy box on the front of the weapon, making it surprisingly
  well balanced, but still heavy.   
  The goal of the Porcupine was to minimize breakdowns as well as
  simplify maintenance and repairs by eliminating the complex ammuni-
  tion feeding mechanisms associated with other arm rocket rifles.
  Another advantage of the Porcupine is that the box mechanism allows
  the shooter to fire all of the arm rockets at once.   The Porcupine is
  available with 4, 6, 8, 10, and 12 shot boxes, and each box comes with
  the appropriate size counter-weight that can be installed in the stock of
  the weapon. 
  ATTRACTOR/REPRESSOR BEAMS
  Able Positive: Like the Ravager II, this A/R beam is in a gatling config-
  uration.  Able Corp built this weapon from three Able Plus A/R beams
  mounted in a single chassis.  Other than its price the only other down-
  side to this weapon is its very limited number of shots. 
  Balance Rating: 4
  BC-Shatter: The BC-Shatter is the ultimate in A/R beam weaponry.  Like
  the Earthquake and Milkshake, the BC-Shatter affects all of the target’s
  armor sections. Guaranteed to liquefy organs and destroy absorption
  polymers faster than a Ram vs. naked Human wrestling contest. Get
  yours today!  This weapon is tunable.
  Balance Rating: 4
  Mixmaster: The newest A/R beam on the market, the Mixmaster
  comes in a massive carrying case and a includes a built-in 100 point
  Flux shield.  It’s also equipped with a radar detector, so you’ll know
  when your million dollars worth of weaponry is about to be scragged
  by an incoming Reflex missile.  This weapon is tunable.
  Balance Rating: 4
  Nutcracker: The nutcracker is a high-end, narrow-beam, A/R weapon
  just released on the market.  Sales are brisk so far. Maybe it’s the name.
  This weapon is tunable.
  Balance Rating: 4
  Rattler:  The Rattler will rattle the hell out of whatever it hits. The
  weapon’s damage yield exceeds any previously released A/R beam. Oh,
  it’s also one the heaviest A/R beams out there. This weapon is tunable.
  Balance Rating: 4
  Ravager II: A gatling configuration A/R beam weapon that combines
  three standard Ravager A/R beams with a single trigger assembly and
  power supply. The three Ravager cores built into the weapon’s chassis
  fire in sequence, one after another. This means, while the first Ravager
  core is being fired, the second is charging, and the third is preparing to
  fire. This allows the Ravager II to achieve a much higher rate of fire than
  any A/R beam currently on the market. The downside is the three A/R
  cores draw power from the single power cell three times as fast as a sin-
  gle core, limiting the number of shots in the weapon. 
  Balance Rating: 4
  Soulshaker: The Soulshaker is the heaviest A/R beam ever produced.
  It also has the highest damage yield of any A/R beam ever made.  It’s
  TYPE
  ER
  TL
  AV
  COST
  Able Positive
  550
  7
  R
  400,000
  BC-Shatter
  120
  7
  U
  5.0M
  Mixmaster
  275
  7
  VR
  1.0M
  Nutcracker
  300
  7
  VR
  600,000
  Rattler
  60
  7
  UC
  800,000
  Ravager II
  300
  7
  UC
  160,000
  Soulshaker
  175
  7
  U
  1.5M
  ATTRACTOR/REPRESSOR BEAMS PG. 3
  TYPE
  TL
  AV
  COST
  Frefire Rifle
  4-6
  UC
  6,000
  Freeshoot Rifle
  4-6
  UC
  10,000
  Porcupine
  4-6
  UC
  3,000
  ARM ROCKET RIFLES (ARR) PG. 3
  
  30
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • A/R BEAM OPTIONAL RULES
  expensive and suffers from the same slow rate of fire as most of the
  early A/R beams but it is highly-reliable… and did we mention heavy?
  This weapon is tunable and is the only A/R beam that’s theoretically
  capable of pushing a heavily encumbered Ram Python!
  Balance Rating: 4
  A/R BEAMS - OPTIONAL RULES
  Removing Metal Armor Options
  A/R beams can still be used to attack non-metallic armors if the
  armored suit is mounting one or more metal armor options.  However,
  using the following optional rule there is a chance that an A/R attack
  targeted specifically against a metal armor option will tear it right off of
  the suit. These rules can be utilized whether the armor is metallic or not
  and help make up for atrocious ROF of most A/R beams.   It’s also a
  good way to make repairs really expensive for your opponents in addi-
  tion to tearing big holes in their armor – hope they’ve a QSU. 
  If an A/R attack is targeted specifically at a metal armor option on
  an armored suit the following rules apply:
  Rule 1) Flux: A/R beams do not work through Flux shields. If your
  opponent has a Flux up don’t even bother trying any of following A/R
  beam tricks. 
  Rule 2) Called Shot: Attacking an armor option requires a called
  shot with a penalty as determined by the following table.
  Rule 3) Removal: If the damage from a single A/R attack is equal
  to or exceeds the ENC of the armor option multiplied by 10 it has been
  torn from the armor and rendered useless.  
  • Armor options with a size of Body (B) can not be removed in
  this manner.
  • System plating, even non-metallic system plating, does not pro-
  tect metal armor options from removal in this fashion.
  • Assuming you’re sticking with the weapons in LNL, no A/R beam
  currently produced can do more than 36 points of damage in a
  single hit, thus armor options with an ENC greater than 4 are
  assumed to be so well attached to the armored suit that they can
  not be removed in this manner. 
  • Sadistic BMs may rule that additional hits from an A/R beam
  against the same armor option are cumulative.  Thus an A/R beam
  that attacked the same armor option twice, doing 30 points of
  damage each time, would be capable of removing an armor option
  with an ENC of 6 or less. Using this rule makes A/R beams really
  nasty. You have been warned. 
  Rule 4) Damage: If an armor option is removed in this manner the
  armor takes AI damage to the section where the armor option was
  mounted. AI damage from armor option removal is equal to twice the
  armor option’s original, unmodified ENC value.  If the A/R beam fails
  to remove the targeted armor option the armor’s Absorption takes
  normal damage from the A/R beam hit. 
  • Since armor options are typically mounted on the outside of the
  suit their removal only has a 50% chance of breaching the suits
  environmental containment, if any is present.  
  • The moral of this story is buy a QSU or spend the extra cred for
  a non-metallic version of your armor options if they’re available.
  Otherwise expect your armor to be a little more drafty than nor-
  mal when you run across an A/R beam wielding opponent. 
  Rule 5) Repair: Once removed the armor option is considered
  useless until repaired, which typically costs [2d4 x (10% of the device’s
  original cost)] and requires an Armor Repair check with a penalty
  equal to 3d6 levels. 
  “There’s nothing short
  of a Flux shield or the new
  Lizard Tail Plating that will
  work against the “shake” func-
  tion of A/R beams.  An Orion
  invented a nice method of
  dealing with those clever peo-
  ple who use these to pull you
  around: 
  Anti-A/R 
  Micro-grenades.
  Tiny, explosive micro-grenades
  are mounted on the outside of
  your armor that are pulled free
  by an AR beam set to “pull”
  and fly right down the barrel
  of the weapon. The problem
  with both of these two new
  armor options is that they work
  once per section hit, then you
  have to replace them.”  
  PULSIE ON ATTRACTOR/REPRESSORS
  ARMOR OPTION SIZE
  MODIFIER
  Armor Options with a SIZE of B (Body) have the same modifier 
  as the Size Class modifier of armor they are mounted on.
  0.1 - 0.2  
   
   
   
  -90 
   
  0.3 - 0.4  
   
   
   
  -80 
   
  0.5 - 0.8  
   
   
   
  -70 
   
  0.9 - 1.2  
   
   
   
  -60 
   
  1.3 - 3.5  
   
   
   
  -50 
   
  3.6 - 7.5  
   
   
   
  -40 
   
  7.6 - 15.0 
   
   
   
  -30 
   
  15.1 - 30.0 
   
   
   
  -20 
   
  30.1 - 66.0 
   
   
   
  -10 
   
  66.1 - 136.0 
   
   
   
   00 
   
  COMBAT MODIFIERS: CALLED SHOT
  
  31
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  A/R BEAM (OPTIONAL RULES) - CAROUSEL GUNS
  High-end Attractor/Repressors that attack every section of an armored
  suit are a special case.  Because of the wide dispersion of these A/R
  beams they are assumed to attack every metal armor option on the suit
  simultaneously.  All armor options are automatically hit and may be
  removed depending on the damage done by the A/R beam (see Rule 3).
  If a hit from one of these high-end A/R beam manages to remove every
  single metal armor option from a suit of non-metallic armor the wear-
  er suffers no Absorption damage. Otherwise A/R beams that hit more
  than one section simultaneously are always assumed to do their stan-
  dard A/R damage to each section in addition to any AI damage done
  by the forced removal of any armor options. 
  Sure this makes the Milkshake and the Earthquake A/R weapons
  incredibly nasty, but if your opponent is running around with 2 to 5 mil-
  lion credits worth of A/R weaponry you better have a Flux shield up,
  otherwise you’ve got bigger things to worry about.  If your Flux goes
  down you’re probably hosed anyway, but look on the bright side… at
  least you’ve got six seconds before he can tag you again with that A/R
  beam!  
  Balance Rating: 5
  Knockback Damage from Immobilization
  If you’re using the Knockback rules presented in the Appendix of
  Lock-N-Load: Weapons & Tactics there is something you should
  make note of.  If you use the immobilization feature of your A/R beam
  to attack a character that was moving very quickly it has the same
  effect as if that character had run into a brick wall. Coming to an
  instantaneous stop from even 10m/s (about 25 mph) is likely to jar
  the crap out of you.  Now going from 100m/s (about 225 mph) to a
  dead stop is really likely to seriously ruin your day. 
  To determine damage from deceleration take five times the dam-
  age rolled for the weapon.  This is the “push value” of the weapon.
  Next subtract the target’s total ENC from the push value to get the
  number of meters per second subtracted from the target’s speed.  If
  you get zero or a negative value the A/R beam doesn’t have enough
  power to slow the target, its has simply got too much inertia. 
  The target takes 1d6 points of damage for every 5 meters per
  second you reduced their speed.  Damage is divided across all of the
  character’s body sections (BMs Discretion).  
  Balance Rating: 2
  A/R BEAMS - RULES CLARIFICATION
  Pushing and Pulling
  A/R beams that are “tunable” can be used to push or pull objects rather
  than shaking them senseless.  To push or pull the target, you first deter-
  mine your weapon’s push value. Take five times the damage rolled for
  the weapon.  This is the “Push Value”.  Next subtract the target’s total
  ENC from the Push Value to get the number of meters per second you
  can push or pull the target. If you get zero or a negative value the A/R
  beam doesn’t have enough power to move the target. It’s too heavy.
  So if you rolled 24 points of damage with a tuned A/R beam set to “push” your
  Push Value would be 120.  Let’s say the target’s weapons, armor, and equipment
  have a combined ENC of 150, but he’s wearing a heavy belt, which reduces his
  ENC to 110.  We subtract the target’s ENC from the push value (120 - 110 = 10)
  to determine the number of meters per second we can move the target.  So in
  this case the target can be pushed or pulled at 10 meters per second.   If the tar-
  get didn’t have an a-grav belt, he would have been too heavy to move.  
  For our purposes the target takes 1d6 points of damage for every 5
  meters per second they’re traveling if they hit a stationary object.
  Damage is applied across three random sections (BMs Discretion).
  Balance Rating: 1
  CAROUSEL GUNS
  Archer II: Another Balshrom carousel gun, the Archer II features a
  state-of-the-art superconducting magnetic charging chamber to accel-
  erate the slug beyond the speeds attainable by previously produced
  carousel weapons.  It’s rated a best buy by Arms Review Quarterly! 
  Maximum Charge Time: 10 seconds 
  Balance Rating: 3
  RockRocket: The RockRocket features the same charging technology
  utilized in the Titanus Carousel gun. The RockRocket is more accurate
  than the Titanus, lighter, and holds more ammo. Probably the best
  Carousel Gun on the market. 
  For every second spent charging this weapon it reduces the tar-
  get’s Threshold by TWO points, rather than the normal one point, when
  determining penetration (THR is not permanently reduced).  Damage
  is also increased by two points for every second the weapon spends
  charging. 
  Maximum Charge Time: 6 seconds
  Balance Rating: 3
  SlugCharger: A highly accurate slug thrower, with a respectable dam-
  age yield that offsets its low ammo capacity. 
  Maximum Charge Time: 7 seconds
  Balance Rating: 3
  SlugGun: The SlugGun features a much larger charging chamber and
  a larger power supply that can accelerate a slug to much faster speeds
  than a standard carousel gun, but it takes awhile to get the slug up to
  full speed.  When fully charged the damage from this weapon is equiv-
  alent to a high-end gauss weapon loaded with DEP+ rounds at a frac-
  tion of the cost.  OK, so you have to wait a veritable eternity for the thing
  to charge, but if you’ve got the time to wait you can save yourself a lot
  of credit verses buying a gauss weapon. 
  Maximum Charge Time: 10 seconds
  Balance Rating: 3
  TYPE
   ER
  TL
  AV
  COST
  Archer II 
   650
  5-6
  R
  750,000
  RockRocket
   850
  5-6
  R
  620,000
  SlugCharger
   625
  5-6
  R
  420,000
  SlugGun
   600
  5-6
  R
  250,000
  Titanus
   600
  5-6
  R
  550,000
  Tornado
   900
  5-6
  R
  450,000
  TripleShock
   500
  5-6
  R
  400,000
  CAROUSEL GUNS PG. 3
  
  Titanus: The Titanus features a newly designed charging chamber that
  is able to accelerate slugs much more quickly than previous designs
  without blowing itself apart. For every second spent charging this
  weapon it reduces the target’s Threshold by two points, rather than the
  normal one point, when determining penetration (THR is not perma-
  nently reduced).  Damage is also increased by two points for every sec-
  ond the weapon spends charging. 
  Maximum Charge Time: 5 seconds
  Balance Rating: 3
  Tornado: The Tornado has the highest damage yield of any carousel
  gun currently on the market, and that’s whether it’s fully charged or not!
  Don’t be on the receiving end of this weapon. It sounds like a tornado
  when it starts charging (+3 to Noise Level).  That’s the problem with a
  tornado. Everybody hears it coming, which makes it hard to hide while
  you charge the weapon and it’s roaring like a jet turbine.
  Maximum Charge Time: 5 seconds
  Balance Rating: 3
  TripleShock: This carousel gun has several unique features that set it
  apart from other weapons in its class. The weapon has three charging
  chambers side by side and three barrels lined up horizontally across
  the top of the weapon. Each barrel is connected to a separate charging
  chamber.  Each chamber can charge a separate projectile, allowing the
  user to fire up to three slugs a segment if he fires a slug from all three
  chambers simultaneously (ROF 3).   In effect, the weapon functions
  like three carousel guns that have been strapped together but share a
  common trigger.   
  Alternatively, a shooter can fire one chamber, while the other two
  are charging, or fire two chambers while the remaining chamber is
  charging. Obviously, this requires the shooter to keep track of how long
  each chamber has been charging.  
  The most unique feature of the weapon is that the chambers can
  be set in “synchronized mode” which locks them together so they
  simultaneously charge a single slug in the center chamber to full power
  in one-third the time (2 seconds) it normally takes.  Despite its versa-
  tility the gun’s complexity has prevented it from seeing widespread
  adoption, but in competent hands it’s a formidable weapon. 
  Maximum Charge Time: 6 seconds
  Balance Rating: 3
  CHEMICAL/BIOLOGICAL WEAPONS
  Self-Assembling Viruses: Time for a short and highly simplified les-
  son in virology.  Viruses are basically composed of two parts: a protein
  shell and a core of RNA or DNA that the virus inserts into your cellular
  machinery to trick it into reproducing more of the virus.  Among other
  things, the protein outer shell protects the delicate RNA or DNA inside
  from being denatured, or breaking down.  Without the protective outer
  shell the soft squishy genetic material of the virus breaks apart when
  exposed to whatever environment they happen to be in.  So how does
  this help us? 
  With a little help from our genetic engineers, Warmonger
  Industries has developed a self-assembling virus.  Basically we take the
  protein shell of a virus, split it in half, and molecularly “glue” the RNA
  or DNA to the left half of the shell.  Then we take the left half with the
  RNA/DNA attached and put it in container #1 and then we take the other
  half of the protein shell and put it in container #2.  A special fluid in the
  containers keeps the genetic material and the partially assembled pro-
  tein shells from breaking down. 
  Next we duplicate this process about a million times and you’ve got
  two containers full the world’s safest-to-handle biological weapon.
  Now if we’ve done our job right, the virus should not be able to assem-
  ble the protein shell with two “left” halves or two “right” halves. You
  need a right half and a left half to make a complete protein shell, and
  those are safely stored in separate containers.
  Now if you break open either container, there’s no threat of viral
  infection because one container doesn’t contain any genetic material,
  and the other container that does contain the genetic material lacks a
  complete protein shell and breaks down rapidly.  Even if you break both
  containers and their contents mix, without the special fluid in the con-
  tainers protecting the virus there’s an 80% chance that you won’t get
  enough halves to “match up” before the genetic material breaks down.
  Even if you do get some viral product from the accidental mix, it wont
  be more than a moderate exposure.   
  The viruses can only be reliably assembled by screwing the collar
  of container #1 into container #2 and giving it a good shake.  This
  allows the millions of protein shell halves to meet, mix, and join in the
  friendly environment of our fluid filled containers.  If our genetic engi-
  neers have done their jobs right the right and left protein halves should
  actually be drawn together due their opposite electrical charges! Some
  viruses will do this without any help from us!  Brilliant!  
  Now get in your HAZMAT suit and open the container you just
  shook, or better yet set the timer to automatically open the lid and walk
  away.  We’ve even got an attachment built into the containers that allows
  you to safely inject the assembled virus into a Toxin Dispenser Mag Gun
  round.  Oh, by the way, if you change your mind a neutralizing agent is
  included with the container that turns the substantiating fluid acidic and
  destroys the virus, even if it’s already been assembled. 
  Our scientists can convert most viruses into a self-assembling ver-
  sion.  The cost is ten times the price of the normal virus, but isn’t your
  safety worth it?  The process of creating and growing the new virus takes
  4d8 weeks, and of course we’ll require your Alliance authorization
  papers for any military grade bug you’d like us to work with.   Also
  remember that unlike bacteria, viruses are species specific, so you’ll
  need a batch for each species you plan on exposing to the virus.
  Warmonger Industries: Better Living Through Science. 
  Balance Rating: 2
  Shape-Lock: Shape-lock is an organic, non-toxic, epoxy-like harden-
  er which, when injected into a Mazian, locks them into their current
  shape, preventing all motion and preventing the Mazian from changing
  shape.  Typically used in Toxin Dispenser Mag Gun rounds or in break-
  able vials that can be thrown like a grenade.  A direct hit is required to
  get enough stiffener in and on the Mazian to be effective when used as
  32
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • CAROUSEL GUNS - CHEM/BIO WEAPONS
  TYPE
  TL
  AV
  COST
  Self-Assembling Virus
  5-7
  R
  10x
  Shape Lock
  4-5
  UC
  1,000
  CHEM/BIO WEAPONS PG. 4
  
  a grenade. The Mazian is entitled to a Bio SMR with success indicating
  no effect.  Failure indicates that Mazian becomes somebody’s yard orna-
  ment for 6d6 minutes. 
  Balance Rating: 3
  CHEMICAL/BIOLOGICAL WEAPONS - RULES
  “Ok, my character has got these nifty skills for treating victims of bio-
  logical and chemical attack, but I have no rules on how to use them!”
  First thing’s first. A character that is trained in the skill Medical
  (Biological Attack) can not use these rules when dealing with a
  Chemical Attack or vice-versa.  
  Reducing Exposure
  When a biological or chemical agent is affecting a victim, the medic giv-
  ing treatment can rely on their quick thinking and training to minimize
  their exposure.   Effects to minimize exposure must be made during the
  attack. Unless the medic has reason to know that an attack is imminent
  no actions can be taken before the actual attack.
  Victims must still make their SMR checks as normal when exposed
  to a biological or chemical agent.  Next the medic can attempt to reduce
  the exposure by one level (heavy to moderate, moderate to mild, etc.)
  by making a successful Medical (Biological Attack) or Medical
  (Chemical Attack) skill check as appropriate.  Mild Exposure reduced
  by one level is treated as “No Exposure.”  Reducing the exposure level
  may entail covering the victim, immediately hosing them off, blasting
  them with fire extinguisher, holding closed their mouth and nostrils,
  etc.  A medic can only treat one victim at a time, though if he was aware
  of the attack before it happened he could take preventative measures
  with multiple party members as time permitted.  
  The BM will be the final arbitrator on whether the medic has the
  proper tools to minimize the threat.  Though medics are entitled to an
  INT check to see if they can find items in their environment that might
  be used in place of more orthodox tools.   In addition, the medic may
  expose himself to the agent in the process of treating a victim that is
  being exposed to a chemical or biological agent.  By making a success-
  ful Medical (Biological Attack) or Medical (Chemical Attack) skill
  check as appropriate, the BM must inform the medic on whether it is
  likely he will be exposed to the agent while treating the victim. A failure
  indicates the medic is unable to determine what his chances of expo-
  sure will be. 
  Balance Rating: 3
  Diagnosing the Victim
  Medics with the Medical (Biological Attack) or Medical (Chemical
  Attack) skills are also trained to treat victims who have already been
  exposed to these threats (after am attack is over).  By making a suc-
  cessful Medical (Biological Attack) or Medical (Chemical Attack) skill
  check as appropriate, the medic can determine the general type of
  agent he is dealing with (bacterial vs. viral, nerve agent vs. blood agent,
  etc).   If the medic has made his check by more than 30 points he can
  determine the likely effects the exposure will have on the victim.  If the
  medic made his check by more than 60 points he can determine the
  amount of time the victim has been exposed and how long it will take
  the agent to run its course.  If the medic made his check by more than
  100 points he knows the exact agent the victim was exposed to and the
  medic can act as if he was aware of what the BM rolled for damage and duration. 
  Treating the Victim
  If the medic has successfully diagnosed the victim, he can attempt to
  treat him, assuming he has the proper medical tools and equipment.
  The medic will know what drugs to administer to best help the patient.
  In addition, by making a successful Medical (Biological Attack) or
  Medical (Chemical Attack) skill check as appropriate the medic can
  treat the affliction as follows.  A medic is only allowed one attempt to
  treat the victim, unless he gains access to helpful medical tools and/or
  drugs that he did not have access to during the initial treatment. 
  Continuous-Effect Agents: Agents that cause their effects through
  continuous exposure, like poison gasses, can not be treated – though
  exposure can be minimized as detailed above.  Only by removing the
  victim from continued exposure to the agent (i.e. pulling the poor sap
  out of the cyanide gas) can further damage be stopped.  If the victim
  continues to damage or suffer ill effects after exposure has ceased these
  effects may be treated. 
  33
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  CHEMICAL/BIOLOGICAL WEAPONS (RULES)
  MODIFIER
  DIAGNOSIS BONUS/PENALTY
  Effects of agent are readily apparent 
   
   
  +50
  Agent has incubation period 
   
   
   
  -50
  Medic witnessed method of exposure 
   
   
  +25
  Agent is species-specific 
   
   
   
  +20
  Paramedics Kit 
   
   
   
   
  +10
  MASH 
   
   
   
   
   
  +20
  Hospital  
   
   
   
   
  +50*
  *additional +10 for each TL of facility above 5
  Select any that apply
  DIAGNOSIS MODIFIERS
  MODIFIER
  TREATMENT BONUS/PENALTY
  Select one from each category, if appropriate
  Agent
  Biological agent is a virus  
   
   
  -40
  Biological agent is bacterium 
   
   
  +20
  Chemical agent is a nerve agent 
   
  -40
  Incubation
  Incubation period is less than 50% done 
   
  -20
  Incubation period is more than 50% done  
  -40
  Incubation period is over 
   
   
  -50
  Victim’s Health
  Victim has lost more than 50% of their CON 
  -20
  Victim has lost more than 75% of their CON 
  -40
  Exposure Level
  Heavy Exposure 
   
   
   
  -25
  Massive Exposure 
   
   
   
  -50
  Facilities
  Paramedics Kit 
   
   
   
  +10
  MASH 
   
   
   
   
  +20
  Hospital  
   
   
   
  +50*
  *additional +10 for each TL of facility above 5
  TREATMENT MODIFIERS
  
  34
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • CHEM/BIO WEAPONS - COMPACT ARTILLERY
  If the medic has makes his check by more than 30 points he
  may do one of the following:
  • He can reduce the duration of an agent by 25% if it will be bene-
  ficial.  
  • Victims of agents that have immediate effects after exposure are
  entitled to another SMR check to avoid further effects.
  • Agents that have an incubation period, have their incubation time
  increased by 25%. 
  Note: This level of success does not prevent death due to agents that kill
  the victim after a certain amount of time has elapsed. 
  If the medic made his check by more than 60 points he may do
  one of the following:
  • He can reduce the duration of an agent by 50% if it will be bene-
  ficial.  
  • Victims of agents that have immediate effects after exposure are
  entitled to another SMR check at +25 to avoid further effects.
  • Agents that have an incubation period, have their incubation time
  increased by 50%. 
  • Agents that result in death after a certain amount of time has
  elapsed, no longer cause the victim to expire, but the victim will
  still suffer the effects of the agent until the point just before they
  would normally die.  At that point the agent’s ill effects will stop,
  the victim will not die, and they can begin the recovery process.
  If the medic made his check by more than 100 points he may
  do one of the following:
  • He can reduce the duration of an agent by 75% if it will be bene-
  ficial.  
  • Victims of agents that have immediate effects after exposure are
  entitled to another SMR check at +50 to avoid further effects.
  • Agents that have an incubation period, have their incubation time
  increased by 75%. 
  • Agents that result in death after a certain amount of time has
  elapsed, no longer cause the victim to expire, and the agent’s ill
  effects will cease immediately.  There will be no permanent reduc-
  tion in vital statistics from Heavy or Massive exposure. 
  Balance Rating: 5
  COMPACT ARTILLERY/MORTAR - OPTIONAL RULES
  These rules apply to both Compact Artillery,  Mortars, and PMS systems
  (excluding the new PMS2 systems).  In addition, these rules replace the
  normal forward observer rules presented in the description of Mortars
  in Lock-N-Load:Weapons & Tactics.  
  Scouting Skill (Forward Observer)
  On the modern battlefield no skill is more overlooked than the abilities
  of a talented forward observer.  Though these brave men, women, and
  blobs have been replaced by K-Sats and Fly Cambots in later years, their
  skills are still of value.  Anyone with the Scouting skill is trained as a for-
  ward observer.  
  When you are acting as a forward observer and you see an artillery
  barrage or mortar shell miss the target, you can tell the gunner how far
  off you estimate the barrage was from the target – assuming you can see
  the target.  The gunner then uses this information to correct his aim and
  try again. The higher your skill, the better your estimation.  The better
  your estimation, the faster that gunner is going to zone in on that target.  
  A scout or someone with the Scouting skill viewing the barrage
  through the visual remote of a K-Sat is also entitled to a skill check to
  determine the accuracy of their estimate.    
  Take the amount you made or failed your roll by and divide this
  number by 10 (round normally) to get the Aim Modifier.  A successful
  roll indicates a bonus, whereas a failure indicates a penalty.  The Aim
  modifier is then applied to the gunner’s next shot in place of the nor-
  mal 10% bonus applied for each miss, using the old forward observer
  rules.  All Aim Modifiers are cumulative. 
  For example, your character has 4 levels of the Scouting skill. Assuming
  no intuition bonus that gives him or her a 90% chance to succeed while making
  a forward observation check.  You roll a 44, and successfully make your roll by
  46 points.  Divide by 10 and round up, and we get a 5% bonus on the gunner’s
  next shot based on your information.  Hey, 5% isn’t much but you’re only a level
  4 scout.  Now let’s assume you flub your roll and get the dreaded double-zodd.
  That equates to 100, so you missed your roll by 10 points.  So your gunner will
  receive a 1% penalty to hit based on your crappy estimate of where he needs to
  aim.  Since penalties are cumulative, this reduces the gunner’s bonus from 5%
  to 4%.  This all assumes you can communicate your estimate to the gunner
  If the target is marked with a Target Locator, the mortar operator
  still gets the +20 bonus on the initial hit, but after that he has to rely on
  your forward observing skills to guide the round. The +20 bonus
  applied for misses is not used with these optional rules. 
  Balance Rating: 3
  DISINTEGRATORS
  Backup Mark V: Come on let’s face it. Who wouldn’t want a highly
  concealable disintegrator as their backup weapon?  Sure the range
  sucks, it’s as fragile as a glass vase, and you’ll pay through the nose
  for it but who in their right mind isn’t going to back off when you pull
  that disintegrator out of nowhere and stuff it up their nose?  This thing
  does enough damage to vaporize an unarmored human in a single
  shot and you can fit it in your pocket.  Go ahead and buy one, you
  know you want to!
  Balance Rating: 1
  TYPE
   ER
  TL
  AV
  COST
  Backup Mark V
   15
  5-6
  R
  40,000
  DISINTEGRATORS PG. 4
  TACTICS TO PRACTICE
  Compact Artillery: Compact artillery is a great way to clear minefields!
  You can dramatically improve the effectiveness of your “arty” by using
  Target Designator mag gun rounds or gauss shells to mark potential victims!
  This is especially true with Bunker Buster shells!  
  
  DISPLACEMENT WEAPONS
  The technology to move particles almost instantaneously from one
  place to another has been in use by a number of races for centuries.
  Humans were teleporting quantum particles as early as the late 20th
  century. Of course, the Mutzachans had developed working quantum
  teleportation of large objects before humans even knew what a star
  really was. Displacement, on the other hand, wasn’t developed until
  much later, around the 22nd century. It wasn’t until late in the 23rd
  century that this technology was employed in a weapon system. The the-
  ory is simple enough: the faster you get the ammunition to the target,
  the more effective the weapon is. Displacement weapons are very new,
  very cutting-edge science, and as such are expensive and hard to find.
  The manufacturers don’t even consider the weapons to be out of the
  ’field testing phase’ yet, but most of the results are already quite posi-
  tive.   
  In order to get the displacers to move the projectiles such extreme
  distances with such a limited power supply, only low mass objects can
  be used as ammunition in these weapons.  As a result, current displace-
  ment weapon technology is limited to applications of particle weapons
  using atomic or subatomic particles. 
  Note: The particles being displaced are small enough to ignore the
  effects of a phase nullification unit, which stops macro-sized objects
  from displacing.
  Balance Rating: 5
  Atomic Displacers
  Particle displacement is new and still experimental. Using the same
  Bose-Einstein particles as Atomic Particle Weapons, the Atomic
  Displacer utilizes a unique method of delivery. The particles are accel-
  erated towards the end of the barrel but displaced before they reach it,
  reappearing at any point the user chooses along the vector of the bar-
  rel, out to the weapon’s maximum range. Typically, the particles are
  fired to reappear directly in front of the target, from meters to millime-
  ters away. This means that Atomic Displacers can be used to fire past
  intervening objects, such as walls, vehicles, living beings, etc. The only
  problem is targeting. The targeting computers for Atomic Displacers
  are on-gun. Intervening objects impede the targeting computers, and
  must be accounted for using the manual controls. Any attempt to make
  the beam reappear on the other side of an intervening object adds a
  penalty to the shot (generally -30, but see individual weapons for spe-
  cific penalties). This penalty is in addition to any penalties to the attack
  roll from cover or concealment, and increases to -40 if the intervening
  object is in close proximity to the target (the target is hiding immedi-
  ately behind a large rock, for example). This reflects the difficulty of try-
  ing to displace the particle stream in between the target and his cover.
  Note that particle beams can be used to fire ’blind’ past obstacles the
  user cannot see through or around, although considerable penalties
  apply  See Rad Cannons for more info on “Blind Shots.”
  Problems with electrical field discrimination means that the parti-
  cle beams may not be made to displace inside of electrical fields,
  solids, or liquids. The beams may be fired through such things after dis-
  placing, however. They also cannot be displaced inside of active Flux
  shields (although a Flux shielded target may be fired ’past’ by displac-
  ing the beam on the other side of the shielded being or item). Powerful
  electromagnetic fields can also hinder the displacement (at the BM’s
  discretion). As with Atomic Particle Weapons, armor Threshold is
  reduced by 2 when determining damage, and absorption polymers are
  ignored (due to the speed of the particles). All damage that passes
  Threshold does straight body damage. The B-E particles do full damage
  to Flux shields.
  The beams of particle weapons are a bright, intense blue, and users
  have reported an unexplained crackling of energy at the other end of
  the displacement.
  Xile: AKM made a very Balshrom-ish move, beating everyone else
  to the punch by releasing the Xile (pronounced ’eks-ile’) into the field
  test stage before primary testing results were completely analyzed. They
  dodged a bullet, and the weapon functions as intended. As the first
  Atomic Displacer put into use, it understandably utilizes a less-than-
  optimal targeting system, increasing the penalty for shooting past inter-
  vening objects to -35. The rate of fire is also lacking, and the weapon
  can only displace the particle beam in a direct line with the barrel. But
  it’s the cheapest option in this market. 
  35
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  DISINTEGRATORS - DISPLACEMENT WEAPONS
  “Gimme back my electrons,
  fool! Disintegrators are mean, mean
  weapons. But the military is currently
  field testing, and making available to
  mercs on a limited basis, what they are
  calling the NEC, or Nuclear Effect
  Canceller. The NEC works by generating
  an electrical field of opposite polarity
  from the one generated in your armor
  by the Disintegrator. Currently, a NEC
  has a 75% chance of working, halving
  the damage from each disintegrator
  hit.”
  PULSIE ON DISINTEGRATORS
  TYPE
   ER
  TL
  AV
  COST
   2550
  R
   2150
  UC
  2050
  U
  AD-214
  AD-1812
  Xpatriot
  70,000
  280,000
  400,000
  7
  7
  7
   300
  7
  UC
  Xile
  40,000
   450
  UC
   2150
  UC
  Xpulse
  Xpulse 2
  80,000
  130,000
  7
  7
  DISPLACEMENT WEAPONS PG. 4
  
  AD-1812: Ah, nothing like corporate espionage to make everyone
  feel warm and fuzzy. A few months before the Xpulse 2 began field test-
  ing, Balshrom, makers of a number of the leading models of K-Sats,
  quite mysteriously found themselves in possession of some schematics
  that allowed them to synch up their Displacer targeting systems with
  remote satellites. Imagine that. When employing the K-Sat equipped
  with a Target Locator (available for only 1,500cr after mail-in rebate
  with proof of purchase of the AD-1812), penalties are reduced as for
  the Xpulse 2. Beam may be vectored (see Xpulse for more info). 
  AD-214: Balshrom lost a little revenue by waiting to release their
  first Displacer until their testing was complete, but the result is a better
  weapon all-around. The accuracy and damage are better than AKM’s
  low-end Displacer, but the AD-214 can still only displace the beam in a
  direct line with the barrel. 
  X-patriot: Highly experimental, representing AKM’s attempt to stay
  ahead of the curve with Atomic Displacer tech. In addition to the nor-
  mal particle beam, the Xpatriot features an under-barrel mounted pro-
  jectile launcher which is also designed to be utilized with the displace-
  ment generator. This secondary weapon fires tiny lightweight plastic
  flechettes which are available in standard (IR 1)or high-explosive (1-8
  damage - concussive, IR 0). The plastic used to make the flechettes pre-
  vents them from penetrating armor with a Threshold of 3 or more.
  The particle beam and flechette launcher cannot be fired simulta-
  neously without risking a system overload (30% chance of a serious
  malfunction-roll on the energy weapon malfunction table, re-rolling
  any result below 50). Both the beam and the flechettes may be vectored.
  However, since the flechettes have a much higher mass than the parti-
  cles fired by this weapon, use of the flechette launcher reduces the
  weapons Q by 5 per shot when used with the vector system. The stan-
  dard Xpatriot is not K-Sat compatible, but that feature may be added for
  another $20,000cr (in addition to the cost of the K-Sat equipped with a
  Target Locator). Particle Beam Effective Range: 400m. Flechette
  Launcher Effective Range: 700m
  Xpulse: The first major improvement in Displacer weapons didn’t
  involve damage or targeting, but an improved ability to displace the B-
  E particles. AKM’s Xpulse can displace the particle stream to contact the
  target on any vector. In other words, the beam can be adjusted to hit the
  target from any direction, not just in a straight line from the weapon’s
  barrel. This can, among other uses, reduce the penalty to fire past
  objects that are very close to the target to -30, provided that there is at
  least one direction from which the target is not occluded by the nearby
  object. In the case of the target hiding behind the large rock, for exam-
  ple, the penalty is reduced given that the target isn’t completely sur-
  rounded by large rocks.  You can simply hit him from behind.
  Xpulse 2: A further upgrade to AKM’s line, featuring built-in com-
  patibility with K-Sats to increase targeting accuracy. A K-Sat can be pur-
  chased with a Target Locator, which will transmit targeting coordinates
  back to the Displacer, reducing penalties for hitting targets behind
  cover to -15 (additional features may be added to the K-Sat as per the
  listings in Lock-N-Load: Weapons & Tactics). As with the Xpulse, the
  particle stream may be vectored. Damage and range have also been
  improved.
  EXPLOSIVES
  Aerosol Explosive: This explosive is contained in a gas form and held
  inside a spray can. The can is available in a number of container
  designs that make it look like a common household items such as paint,
  cleaning supplies, or even spray deodorant.  The gas is colorless, odor-
  less, and the contents of the entire container take 10 seconds to expel.
  The nozzle can be set to the “open” position so that it does not have to
  be held down manually for the whole 10 seconds.   The gas is designed
  to be used in an enclosed space, usually where an explosive device
  would be too obvious.  Winds or ventilation systems will eventually dis-
  perse the gas (BMs discretion).  For each second the can’s contents are
  expelled enough explosive gas is emitted to do 2d6 points of damage,
  with the entire can capable of doing 20d6 points of damage (2d6
  dam/sec x 10 seconds to empty can = 20d6).  
  A single can of gas will fill a 5m x 5m x 5m room (125 cubic
  meters).   Anything in the room will take damage when the gas is ignit-
  ed.  If the room is doubled in size, then everyone in the room will take
  1/2 damage as the gas is more dispersed.  If the room is tripled the
  specified size, everyone takes 1/4 damage.  If the room is quadruple the
  specified size the gas will “flash burn” catching everything on fire, caus-
  36
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • DISPLACEMENT WEAPONS
  TYPE
  DET
  UNIT
  DAMAGE
  ENC
  COST
  Aerosol
  E F 
  Can
  2-12*
  3
  2,200
  EXPLOSIVES PG. 4
  “The Feynman Field Generator.
  Get one. Duh!”
  PULSIE ON DISPLACEMENT WEAPONS
  TYPE
  TL
  AV
  COST
  3
  R
  Atmopspheric Pressure Detonator
  200
  EXPLOSIVES: DETONATORS PG. 4
  
  37
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  EXPLOSIVES - FLAMETHROWERS
  ing 1d6/2 points of fire damage to each exposed body area, but it will
  not actually “explode.”  The dispersion effect in larger rooms can be
  counter-acted simply by using one additional can for each additional
  125 cubic meters of space you need to fill.
  The explosive is heat sensitive and is typically set off with a care-
  fully placed sniper shot (incendiary round or laser), since a detonator
  would be equally as visible as normal explosive.  The armored can has
  a THR of 3 and an INT of 1. Don’t try lighting this spray from this can
  with your cigarette lighter.  
  Balance Rating: 2
  Atmospheric Pressure Detonator: This detonator is programmed
  to activate when the atmospheric pressure on the detonator reaches a
  pre-set value.  The detonator can be set from 0 to 100 atmospheres in
  increments of 0.10 atmospheres.  The unit is water-tight so it can also
  be used underwater or in other liquids, which means the detonator is
  good for building make-shift depth charges. 
  Balance Rating: 1 
  FLAMETHROWERS
  Backup Fire: Another weapon in Tri-Corp’s backup series this weapon
  is a tiny, three-shot flame-thrower, pistol.  The pistol is easily conceal-
  able and like its name implies it is designed to be used as a last-ditch
  weapon, when nothing more suitable is available.  Refill canisters fit in
  the top of the pistol and require a half-action to exchange.  The cone of
  flame emitted by this pistol is only 0.5 meters wide. 
  Balance Rating: 1 
  Friendly Fire: This weapon is actually designated the FL-52, but it’s
  easy to see how it got its name. Designers at Tri-Corp, an upstart mega-
  corporation testing the waters of weapons development, designed this
  flamethrower around a single concept: keeping the user alive in the
  event of a tank rupture. To that end, taking a cue from frost gun designs
  they placed a thick sheet of polymer-embedded flexsteel between the
  tank and the user, and dramatically strengthened the side of the tank
  closer to the user, leaving the back of the tank less armored (Threshold
  of 15). The results? In the event of a tank rupture, the flaming gases are
  vented to the rear and sides of the wielder, who takes no damage (roll
  for concussion damage as normal). The downside? The added protec-
  tion sent the encumbrance through the roof, so the tank doesn’t hold
  as much fuel as other flamethrowers, and it’s heavy.  Worse yet, your
  buddies take all of that flame damage that was meant for you. Anyone
  within 15m of the back or sides of the tank when it is ruptured takes
  full damage as usual. Everyone loves using the Friendly Fire, but no one
  likes anyone else using one. The Friendly Fire can fire continuously for
  up to 12 seconds. Due to the specialized design, more heavily armored
  tanks are not available.
  Balance Rating: 1 
  FLUX INTERFERENCE GENERATORS (FIGS)
  Backup (FIG) Series II: Designed as a last-resort weapon, this FIG is
  a small pistol that is designed to be easily concealed. It has a very lim-
  ited power supply.  It can come in handy on occasion.
  Balance Rating: 1 
  FIGS - OPTIONAL RULES
  Alternate FIG Damage System: An alternate way to use Flux
  Interference Generators is to have them weaken Flux shields against
  other attacks, rather than ablate (damage) them like weapon’s fire.
  This alternate damage system requires a little more bookkeeping, but
  can add an exciting, new, tactical element to the game.
  • When a Flux shield is hit by a FIG, roll for damage normally and mul-
  tiply the total by four.  
  • The amount of damage done by the FIG, as detailed above, is subtract-
  ed from the Flux shield’s point total. Be sure to record this number,
  you may need it later!
  • Damage to the Flux shield from other weapons, before or after the
  FIG hit(s), is subtracted from the Flux shields current point total just
  as it is normally. 
  •A FIG that has struck a Flux shield will not do any more damage to the
  Flux after the initial hit.
  “Oh, 
  flamethrowers. 
  Good
  choice. Being set on fire is never
  fun, which is why Balshrom
  offers the Halon Mist armor
  option. Within milliseconds of
  detecting a fire on your armor,
  this system sprays a dense fog of
  halon-like gas from dozens of
  nozzles embedded all around
  the armor. This system usually
  puts out armor fires in 1 second,
  and has enough gas for 5 uses.
  The gas can be harmful to oxy-
  gen breathers, but the mist does
  not last long enough to harm
  unprotected sentients.”
  PULSIE ON FLAMETHROWERS
  TYPE
  ER
  TL
  AV
  COST
  Backup Fire
  5 
  -4-
  3-4
  UC
  450
  FL-52 “Friendly Fire”
  75
  5
  UC
  20,000
  FLAMETHROWERS PG. 4
  TYPE
   ER
  TL
  AV
  COST
  Backup (FIG) Series II
   40
  5-6
  R
  18,000
  FLUX INTERFERENCE GENERATORS PG. 4
  
  • A successful attack roll must be made each segment to maintain the
  reduction to the enemies’ Flux caused by the FIG.
  • If the FIG fails to hit the Flux for any reason then the Flux shield
  immediately gains a number of points equal to damage initially done by
  that FIG.  This can occur if the FIG shooter misses their target, the FIG
  runs out of power (Q = 0) or is destroyed, or the target moves out of
  range or behind cover. 
  • If a Flux is reduced to zero or less points at any time it immediately
  ceases to function and no longer protects the user. Be sure to keep
  track of the total amount of damage done to the Flux at that point,
  even if it drops the Flux’s point total into negative numbers!
  • Remember that if a FIG fails to successfully attack the Flux for any rea-
  son after a previous successful attack then the amount of damage done
  by FIG is immediately added to the Flux’s point total.  If the Flux was
  inactive at that time because its point total was zero or less and the addi-
  tion of the FIG damage to the Flux’s point value brings it up to a posi-
  tive number then the Flux immediately reactivates and again protects its
  user. 
  • If the damage to the Flux by weapons other than the FIG has brought
  the Flux’s point total to zero or less then it can not be reactivated, even
  if the FIG shooter stops firing.  
  • Flux shields that are deactivated (Flux points ≤ 0) by FIG fire can not
  have their point total further reduced by weapon’s fire.  For example, if
  a FIG reduces a Flux shield from 100 points to -30, the Flux becomes
  inoperable.  If that FIG stops attacking the Flux its point value returns
  to 100.  However, while the Flux is inoperative there is no way to reduce
  those 100 points of remaining power. 
  • BMs may decide that they want the damage done by FIGs to be a con-
  stant.  In that case simply take the maximum damage of your Flux inter-
  ference generator quadruple it. The weapon will do exactly that amount
  of damage to any Flux it hits. 
  Balance Rating: 4
  For example, your character has a FIG that normally does 4-40 point of dam-
  age.  Your opponent has a Flux shield that provides 1000 points of protection
  and has taken 100 points of damage, reducing its level of protection to 900
  points.  You blast your opponent with your FIG and do 30 points of damage. We
  multiply 30 by 4 and get 120 points. So your opponent’s Flux is reduced by 120
  points for as long as you keep hitting it with your FIG.  So he’s down to 780
  points left in his Flux. That means you’ll have to make a successful Weaponry
  (Energy Weapons) skill check every second to keep the beam pointed your tar-
  get’s Flux.  
  Now let’s say your opponent gets hit with a Reflex missile that does 800 points
  of damage.  His Flux is reduced to -20.  Yes, it’s important to keep track of even
  negative Flux values using these rules.  Now you opponent’s Flux is useless. Your
  buddies can blast away at him with abandon.  Now let’s assume you miss your
  attack roll and your FIG does not hit your opponent this segment.  His Flux
  regains the 120 points of damage caused by your FIG, which brings his Flux
  shield point total up to +100 at which point his Flux reactivates.
  GAUSS GUNS - OPTIONAL RULES
  The Flux Stop Principle
  If the target has an active Flux shield OR armor with a THR higher than
  the THR-R of the weapon, the round does double damage.  Subtract the
  THR-R of the weapon from the target’s THR before applying the “dou-
  bled” damage.  This is because the target must absorb ALL the energy
  of the projectile in order to stop it. If the target does not have a THR
  higher than the weapons THR-R or a Flux, then the projectile is
  assumed to have passed through it and thus do less damage.  This rule
  only applies if the round being fired is capable of doing damage to the
  target. For example, an EMP round would NOT do double damage on
  impact with a Flux or armor, since it doesn’t do damage to the target as
  the result of its impact. Your EMP is not going to get any bigger whether
  the gauss shell stops or not.
  Balance Rating: 5 
  Silent Mode
  Though it is not recommended by most manufacturers, gauss weapons
  may be fired nearly silently, by reducing the speed of the projectile.
  When fired in this mode gauss weapons lose all threshold reduction
  and range is reduced by 50%.  So a gauss weapon that could originally
  reach targets in range bracket 8 could only reach a target in range
  bracket 4 (round down for odd numbers) when fired in silent mode.
  The problem with firing the projectile at a slower speed is that it may
  not have enough momentum to keep it from being welded to the rails
  used to propel it.  When fired in silent mode an immediate malfunction
  roll must be made. Failure (rolling over the weapon’s MN number)
  indicates that the projectile has been melted to the firing rails and the
  weapon has been rendered useless. Only by replacing the expensive fir-
  ing rails can the weapon be repaired. This costs 35% of the original
  cost and takes 2d4 weeks to receive the parts.
  Balance Rating: 1 
  GEWS - OPTIONAL RULES
  A-Grav Cancellation: By modulating the beam (half-action) a GEW
  can also be used to counter-act the effects of a-grav systems as well as
  a-grav belts.  When used in this manner GEWs don’t move a target, but
  the GEW will cancel out a-grav on a point-for-point basis, to a minimum
  of zero. So if a target has an a-grav belt that reduces their ENC by 40
  and they are hit by a 15 point GEW set to cancel out a-grav, their a-grav
  belt now reduces ENC by only 25 points. This effect remains in play for
  as long as the target is being struck by the GEW.  Hits from multiple
  GEWs configured to cancel out a-grav are cumulative. 
  Balance Rating: 4 
  38
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • FIGS - GAUSS GUNS (OPTIONAL RULES)
  TACTICS TO PRACTICE
  Gauss Guns: EMP rounds make excellent K-Sat killers.  With the
  threshold reduction they also work well for punching through
  the enemy’s missile racks too. 
  
  39
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  GRENADES
  GRENADES
  Bomb Mat: The bomb mat is basically a thin strip of explosive materi-
  al, about the size of a news magazine. The device can either be pressure
  activated or remotely activated.  These are great for stashing under vehi-
  cle tires, door mats, and seat cushions.  Any pressure above 20-psi trig-
  gers the device once it’s armed. The possibilities are endless, and no
  doubt the Orion in your group will have fun thinking of them.  The mat
  is available in two varieties.  The first model is does concussion dam-
  age only. The second model does both concussion & frag damage
  because it includes a thin metal plate that’s anchored to the top of the
  explosive and breaks up on detonation creating metal shrapnel.  Treat
  the Bomb Mat exactly like a M-75 frag grenade, except the concussion-
  only model does no fragmentation damage. 
  Balance Rating: 1 
  Cizerack Spore Grenades
  The Cizerack homeworlds, while often appearing to be lush paradises
  worthy of retirement or vacationing, are in reality home to some of the
  nastier biological entities that any of the Alliance races have learned to
  coexist with. The Cats, in tune with their surroundings, have learned to
  harness many of these ’biologics’ and turn them into rather gruesome
  and effective weapons. While originally jealously safe-guarded and used
  only by the Cizeracks themselves, these weapons have lately begun find-
  ing their way into the mainstream arms race.
  Cizerack Spore Grenade (Flesh-Eating): This grenade releases a
  cloud of bacterial spores that quickly reanimate when exposed to oxy-
  gen (even the oxygen in methane atmospheres). The newly active air-
  borne bacteria attack the flesh of most carbon-based lifeforms in the
  area of effect, eating it away at a rapid pace. The bacteria are short-
  lived, dying off 3-seconds after release. Damage is 1d12 (straight body
  point damage) to anyone in the grenade’s 3 meter radius. Gemini are
  completely immune, and due to a physiological quirk, Mazians suffer
  only half damage. The bacteria ignore all clothing, but full-body armor
  that is not environmentally sealed reduces damage by half. Anyone who
  does not specifically attempt to hold their breath before the grenade
  detonates risks inhaling the bacteria (50%) for an additional 1d4
  points of damage (this damage is not halved by armor).
  Environmentally sealed armor negates all damage. The damage inflict
  ed by these grenades causes terrible scarring if left to heal naturally
  (i.e. not via matrix or BRI), resulting in a Charisma penalty of 2d10.
  Damage from inhalation left to heal naturally causes a Constitution loss
  of 1d10, as the scarring on the surface of the lungs inhibits efficient
  breathing. Note that these grenades cause no damage to a target’s
  weapons or equipment.
  Balance Rating: 1 
  Cizerack Spore Grenades (Suffocation): Designed by the Cats as a
  ’peaceful’ way to end hostile engagements, this grenade causes no
  direct bodily damage, but is instead intended to render the victim
  unconscious. This is accomplished through the release of the Bolial
  mold spore, which acts as an extreme irritant to the mucous mem-
  branes of the victim. The spores cause the mouth and nose (or equiva-
  lent) of the target to swell shut, cutting off all breathing. The swelling
  reduces to normal in 1d4+1 minutes, after which most sentient beings
  have been rendered unconscious, and most of those are still capable of
  being revived. Peaceful, maybe. Humane? That depends on how you
  view suffocating until you pass out. 
  A successful Biological SMR reduces the duration of the swelling
  by half. Holding one’s breath before detonation provides only a 40%
  chance of avoiding the effects, as the spores are still able to invade the
  target’s orifices. Covering one’s orifices brings the chance of avoidance
  to 60%. Gemini, Mazians, and any being who has no need to breathe
  are immune to all effects of this grenade, as are those in environmen-
  tally contained armor or clothing. The spores stay active in a 5 meter
  radius after detonation for a full 2 minutes, after which time they die.
  Anyone still within that radius who manages to avoid the initial attack
  by holding their breath and/or covering their orifices must roll (40% or
  60%) every round until they are out of the area of effect, or the spores
  have died. BMs should feel free to impose penalties to skill checks
  made while a character is holding his breath, taking into account both
  how long he has been holding his breath, and the maximum duration
  he may hold his breath. (See the Breathing skill for guidelines on hold-
  ing one’s breath. Note that all characters will breathe normally once
  they can no longer hold their breath.)
  Balance Rating: 1 
  Cizerack Spore Grenade (Bio-Luminescent): Cizeracks see fairly
  well in the dark, but any advantage helps. This grenade releases bio-
  luminescent plant spores upon detonation. The spores settle harmless-
  ly within a 5 meter radius, coating everything in range. They are photo-
  and heat sensitive, meaning that they begin to glow as the ambient light
  TYPE
  TL
  AV
   COST
  3-4
  UC
  4-5
  VR
  3-5
  R
  3-5
  R
  3-4
  R
  5-6
  R
  3-4
  P
  4-5
  UC
  4-5
  UC
  3-4
  P
   
  6
  VR
  5-6
  UC
  5-6
  VC
  5-6
  R
  3
  UC
  Bomb Mat
  CSG (Flesh-Eating)
  CSG (Suffocation)
  CSG (Bio-Luminescent)
  Corrosive Smoke
  EMP
  Immobilizer
  Impact Foam
  Laser
  Magnetic Modification
  MDD
  Nanoid Delivery
  Neuro
  Neuro Elite
  Paint
  Phase Nullification
  Rad Pulse
  Scatter Smoke
  Seismic 
  Sting Ball
  Stun Mat
  Vulcan G1
  150
  7,000
  3,500
  450
  1,800
  60,000
  900
  750
  60,000
  +50
  250,000
  2,000
  N/A
  N/A
  250
  300,000
  20,000
  400
  300
  300
  300
  5,500
  800
  7
  5-6
  5-6
  5-6
  3-4
  3-4
  5-6
  5-6
  UC
  C
  Super Sonic Pulse
  5,500
  5-6
  UC
  3,000
  5-6
  Vulcan G2
  Stun Grenade
  VR
  VR
  UC
  C
  C
  UC
  R
  GRENADES PG. 5
  
  decreases, and they glow brighter the warmer they get. The effect is to
  provide anyone viewing the detonation sight with a rudimentary heat-
  vision. At night all warm-blooded creatures within the radius will easi-
  ly stand out from the non-living and immobile matter around them, and
  will become even more visible should they leave the blast area. While
  within the grenade’s original 5 meter blast radius, all affected beings
  have +5% added to the accuracy of all weapons targeting them. If they
  leave the area, the spores are even easier to spot, and the bonus rises
  to +10%. The spores are quite tacky, sticking to all surfaces until
  scrubbed off with soap and water or a solvent, and they remain bio-
  luminescent for 1d4 days. Note that no benefits are gained in full day-
  light or the equivalent artificial light, and BMs may feel free to adjust the
  bonuses to reflect varying degrees of ambient light in-between daylight
  and complete darkness.
  Balance Rating: 1 
  Corrosive Smoke Grenade: This grenade is identical to the Corrosive
  Smoke mag gun munition, except it is capable of filling 80 cubic feet.
  Balance Rating: 1 
  EMP: This grenade generates an EMP pulse that requires all electronic
  weapons and equipment within a 10 meter area to make an EMP SMR
  with a –30 penalty or cease functioning. It can be thrown 1/8 of one’s
  Strength in meters.  No launched version available.
  Balance Rating: 2 
  Immobilizer Grenade: This grenade is identical to the immobilizer
  mag gun munition, except the darts shoot up to 3 meters and 3d6 darts
  anchor each target. Darts do 1d2 points of damage to objects hit.
  Balance Rating: 1 
  Impact Foam Grenade: This grenade exudes an impact retarding,
  air-filled, 3m x 3m x 3m foam cushion that is used to absorb falls or
  collisions. The foam cushion slowly dissipates after impact leaving only
  a transparent, wet, residue.  The foam is only able to absorb impacts
  from large “bulky” items, like personnel or vehicles.  Projectile
  weapons and edged melee weapons will pass through the foam cushion
  with no reduction in velocity and no affect on the cushion.  Impacts
  from larger weapons or explosions will cause the cushion to deflate and
  dissipate making it useless. The foam cushion is able to absorb 100
  points of impact damage. Any excess damage is applied to the item or
  items that hit the cushion.  Any collision with the cushion that does
  more than 40 points of damage will cause it to deflate and dissipate.
  Heavy rains will also cause the cushion to dissolve within 30-60 sec-
  onds. 
  Before the advent of displacer technology these devices and drop
  pods were used as the standard means of quickly and quietly inserting
  personnel into a hostile combat zone.  Whereas drop pods were typi-
  cally used from orbit, impact foam is used to break the falls of armored
  soldiers from jumps out of low-flying, combat skimmers.  Soldiers
  would leap from their vehicles and fire an impact foam grenade (usu-
  ally from a M-203) at the ground directly below them to break their fall.
  Editors Note: A failed Direct Fire skill check (no called shot penalties)
  indicates you miss the cushion and take normal falling damage.  The
  grenade is rated to safely catch falling armored personnel up to size
  class 8 from a height of 50 meters, though the cushion is theoretically
  capable of breaking falls from up to 100 meters. This grenade is avail-
  able only as a launched grenade.  Too many Ram Pythons dropped the
  thrown version at the same time they jumped out the combat skimmer.
  Ram impacts. Cushion inflates. This grenade is still occasionally used by
  special ops forces across the Alliance when the situation requires it.  
  Balance Rating: 3 
  Laser Grenade: Commonly referred to as the Hot Echidna because of
  its shape, this grenade is actually a series of bundled lasing rods con-
  nected to common power source.  When the grenade “detonates” the
  light from the explosion hits the lasing rods causing them to fire simul-
  taneously a fraction of a second before they are vaporized in the explo-
  sion. The grenade is weighted so it always lands business-side up.
  The grenade does 2-12 points of concussion and releases 1d4
  fragments that do 1d4 points of damage.  The real damage from this
  grenade comes from the multiple laser beams emitted as the grenade
  detonates, which do 2-12 points of damage (per beam hit).  The lasers
  go out to range bracket 4 and the beams become more widely dis-
  persed the farther away from the grenade you get.  Targets within 2
  meters are hit by 1d4 beams.  Any target in Range Bracket one has an
  80% chance to be struck by 1d4 beams.  In Range Bracket two, targets
  have a 40% chance to be struck by 1d4/2 beams. In Range Bracket
  three, targets have a 20% chance to be struck by a single beam.  In
  Range Bracket four, targets have a 5% chance to be struck by a single
  beam. This grenade can be thrown 1/8 of one’s Strength in meters. 
  This grenade can not be purchased in a launched configuration
  because it is too bulky and fragile. The manufacturer suggests that you
  throw it and get behind some serious cover, or use it as a spider (aka
  robot) grenade. The manufacturer is not responsible for any injuries
  that result from the use of this weapon.  There are multiple lawsuits and
  bans against this weapon in the works. Get ’em while you can. 
  Balance Rating: 3 
  Magnetic Grenades: Most major weapons manufacturers have begun
  offering their standard grenades in magnetic versions, for only a slight
  cost increase. Slightly larger than the standard versions, these grenades
  activate a powerful electro-magnet shortly after being thrown, thus
  enabling the attacker to stick a thrown grenade to a target’s armor,
  weapons, or to vehicles or other metal targets. The magnet isn’t strong
  enough to increase the attacker’s range bracket numbers, but does
  firmly affix the grenade to the target with a successful attack roll. The
  grenade may be removed using the same methods as with mag rounds,
  but the strength check only needs to be made at a -60. Damage is also
  not increased.  The main benefit being that you prevent your target from
  escaping the blast. The cost of magnetic grenades is 50 credits above
  the cost of the normal version of the grenade. They are not available in
  launched versions, due to a conflict of interests with the Mag Gun market.
  Balance Rating: 2
  MDD Grenade: Perhaps one of the most expensive grenades ever
  developed the MDD grenade is equipped with a small MDD-24 that
  allows it to create a temporary hole in solid objects.  The grenade is typ-
  ically armed with an impact fuse and is designed to create the hole in
  the first object that it comes in contact with once activated and thrown.
  The grenade is capable of creating a temporary “hole” that is 15cm
  thick x 0.5 m wide x 1 m heigh.  The grenade has enough power for 3
  seconds of run time, before the field collapses along with the hole.  The
  grenade is reusable up to 5 times before being permanently burnt out,
  40
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • GRENADES
  
  but requires a recharge (3 hours at the outlet, or 1 hour with a Mrs.
  Fusion) between activations. This grenade can not be purchased as a
  launched grenade as the electronics are too fragile to survive the G-
  forces of being launched.  The grenade does no damage to living tar-
  gets. The grenade disappears once activated, and reappears after 3-sec-
  onds.  Objects, including characters, that are movable can be moved
  away from the blast site, but the “hole” stays at site of grenades detona-
  tion for the entire 3-seconds.
  Balance Rating: 3 
  Nanoid Delivery Grenade: This grenade sprays nanoids up to 3
  meters in all directions when it detonates. The grenade can be filled
  with up to 100 points of nanoids.  All targets without 100% cover are
  automatically struck by 4d6 points of nanoids. Targets are hit in a ran-
  dom order, until no targets remain or the supply of nanoids (max 100)
  is exhausted. The effects vary depending on the type of nanoids used.
  This grenade can be reloaded and reused. 
  Balance Rating: 2 
  Neuro: A thrown or launched version of the Neuro mag round. Radius
  and effects are identical.
  Balance Rating: 2 
  Neuro Elite: A thrown or launched version of the Neuro Elite mag
  round. Radius and effects are identical.
  Balance Rating: 2 
  Paint Grenade: Identical to the Paint Round mag gun munition except
  the payload is larger.  The range is doubled to 30 meters and the
  grenade has a 75% chance to cover the face-plate of anyone in range.
  Balance Rating: 1 
  Phase Nullification Grenade: This grenade is identical to the Phase
  Nullification mag gun munition except it will function for 30 rounds
  before requiring a recharge.  A favorite of special ops and SWAT teams
  everywhere.  It can be thrown 1/6 of one’s Strength in meters. 
  Balance Rating: 1 
  Rad Pulse: This grenade generates an intense pulse of radiation that
  does 4 points of damage to every living thing with 10 meters. The pulse
  has the exact same effects as a Rad Cannon including ignoring
  Absorption, Threshold, and cover.  Only a Flux shield or a rad-liner
  provides any protection from the pulse. The manufacturer highly sug-
  gests purchasing these grenades only in a spider or launcher-ready
  form so you don’t cook yourself. These grenades are highly illegal with-
  in Alliance space, but Tri-Corps manufacturing facilities located beyond
  the territorial rim are more than happy to build one for you. 
  Balance Rating: 5 
  Scatter Smoke Grenade: This grenade is identical to the Scatter
  Smoke mag gun munition, except it is capable of filling 40 cubic feet of
  space with smoke.  
  Balance Rating: 1 
  Seismic Grenade: Phentari rarely make big waves in the world of
  weapons R&D, typically being content to find new and interesting ways
  to kill with the inventions of others. But when they do make the effort,
  the results are horribly successful. Witness as an example the seismic
  grenade. This grenade unleashes a powerful sonic wave when triggered,
  a sonic wave with a very carefully structured resonance. The wave pass-
  es almost harmlessly through metal and flesh, but inflicts terrible dam-
  age to bone, enamel, and other similar substances. At maximum yield,
  a seismic grenade can completely shatter the target’s bones. It can be
  thrown 1/4 of one’s Strength in meters. 
  Damage to bones and other hard tissue is 3-12, divided among all
  affected sections. Damage is handled exactly like standard concussion,
  including reducing damage as the distance to the target increases, with
  the following exceptions: Damage to soft tissue is negligible (0-1 points
  added to total damage, and applied across all affected sections). Metal
  armor is undamaged, both in Integrity and Absorption, but intact
  absorption does reduce the damage yield by half (still 0-1 points of soft
  tissue damage). Ceramic armor takes integrity damage normally. Armor
  Threshold in both cases is ignored. If a critical hit is inflicted, re-roll
  any results that do not indicate bone damage. Damage is doubled for
  Gemini (they are made of rock!), and halved for Phentari (their skele-
  tons are more like cartilage than bone). Mazians, on the other hand,
  are completely unaffected by this grenade. 
  Do to the vicious nature of these weapons and the extremely
  painful and gruesome damage they cause, the Alliance Government is
  currently being lobbied to outlaw seismic grenades. The push is being
  led by the Ashanti and the Zen. Seismic grenades also inflict double
  structural damage to rock, cement, glass, and other similar substances.
  Phentari love them, but almost everyone else doesn’t. These grenades
  are very hard to find on non-Phentari planets, and many local govern-
  ments have already declared them illegal.
  Balance Rating: 4 
  Stingball: The Stingball is a non-lethal grenade designed to disperse
  hostile crowds. The grenade uses a low power explosive charge to dis-
  perse 60 rubber balls, each about a half inch in diameter. The projec-
  tiles hit anything within a 9 meter radius of the grenade when it goes off.
  A target within 1 meter of the grenade is hit by 2d4 projectiles.  A tar-
  get within 2 meters of the grenade is hit by 1d6 projectiles.  Targets
  between 3 and 5 meters are hit by 1d4 projectiles, and targets beyond
  5 meters are hit by 1d6/2 projectiles. Even partial cover may not pro-
  tect a target inside the grenades blast range when in an enclosed area
  as the rubber balls bounce off most hard surfaces.
  Each ball causes 1d4+1 points of temporary damage. Victims that
  take damage must make an Aggression check with a penalty equal to the
  damage sustained in the attack to avoid fleeing. It can be thrown 1/4 of
  one’s Strength in meters. Armor negates all damage to protected areas.
  Balance Rating: 1
  Stun Mat: This device is a thin mat that can be slid under a door.
  Anyone within 3 meters must make a Sonic SMR or be stunned (unable
  to act) and deafened for 1d4 rounds. In addition, targets within 3
  meters must also make a Radiation SMR or be temporarily blinded for
  2d4 seconds. Also available as a standard thrown (flash/bang)
  grenade.
  Balance Rating: 1
  Super Sonic Pulse Grenade: This grenade is identical to the Super
  Sonic Pulse mag gun munition except it has a range of 10 meters. 
  Balance Rating: 1 
  41
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  GRENADES
  
  42
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • GRENADES (LAUNCHED) - K-SAT OPTIONS
  Vulcan G1: The thrown grenade version of the Vulcan mag round, this
  grenade duplicates metal gun effects. Because of size limitations, the G1
  uses the same technology as the mag round, transmitting the magnetic
  disruptor pulse directly through the armor of the target, rather than
  through the air. To this end, the G1 is only available as a magnetic
  grenade, and thus is not available in a launched version. The grenade
  reduces Threshold by 2 and Integrity by 10.  It can be thrown 1/3 of
  one’s Strength in meters. 
  Balance Rating: 3
  Vulcan G2: A larger, more powerful version of the G1, the G2 reduces
  Threshold by 4 and Integrity by 20. The G2 can only be thrown 1/4 of
  one’s strength in meters. Only available as a magnetic grenade, and only
  in a thrown version.
  Balance Rating: 3
  GRENADES - LAUNCHED GRENADES
  Ballistic Bag: This M-200 series grenade shoots a lightweight ballistic
  bag at target that causes a painful, blunt-force impact. The bag causes
  2d4 points of temporary damage. If the target is is hit in the head, chest,
  or abdomen and takes Body Point damage (Temp or Real), they must
  make a System Shock check. Failure to make the System Shock check
  results in the target being stunned and unable to act for 3d4 rounds.  If
  the target is hit in another area, subtract the damage done by the pro-
  jectile from the target’s AGL when using the appendage struck. This
  effect lasts for 4d4 hours.  The projectile has a range of about 12
  meters.  Armor negates all damage to protected areas. Balance
  Rating: 1
  OC: This M-200 series grenade fires a cloud of tear gas directly at tar-
  gets within 6 meters of the shooter. The tear gas that causes the eyes to
  water, coughing, and a burning sensation on exposed skin.  Targets are
  entitled to a Poison SMR.  Those who fail their SMR receive a –50
  penalty to their AGL, MD, and visual modifier for 2d4 minutes.  Targets
  that remain in the cloud or are significantly covered by the OC dust
  must make an SMR once a round until they fail or the dust is washed
  off.  Reduce the duration of the penalties by half, if the target washes out
  his eyes and rises off exposed skin.  Environmental containment pre-
  vents this round from having any effect.  Balance Rating: 1
  Rubber Baton: This M-200 series grenade fires three rubber projec-
  tiles, which can travel up to 10 meters.  The batons can be bounced off
  solid surfaces, and spread further apart the farther they travel allowing
  them to hit multiple targets at extreme ranges.  If the target is within 5
  meters he is struck by all three batons.  If the target is between 6 and 7
  meters two batons strike him, and anyone standing directly next to him
  (BMs discretion) is struck by a single baton. At distances farther than
  7 meters the target will be struck by one baton and anyone standing to
  either side of the target will be struck by one baton. 
  Each baton causes 1d6+1 points of temporary damage. If the target
  is hit in the head, chest, or abdomen and takes Body Point damage
  (Temp or Real), they must make a System Shock check. Failure to
  make the System Shock check results in the target being stunned and
  unable to act for 3d4 rounds.  If the target is hit in another area, sub-
  tract the damage done by the projectile from the target’s AGL when
  using the appendage struck. This effect lasts for 4d4 hours.  Battle
  Masters may require that victims struck make an Aggression check with
  a penalty equal to the damage sustained in the attack to avoid fleeing.
  Armor negates all damage to protected areas.
  Balance Rating: 1
  Shot: Designed as a weapon of last resort, this M-200 grenade is
  loaded with 00 buckshot which can be fired directly at an attacker. The
  weapon does 6d4 points of damage, and has an effective range of about
  20 meters. The launcher must make a System Shock roll after firing this
  round.  Balance Rating: 1
  K-SAT OPTIONS
  Cargo Space: We thought to ourselves, “Self. What else could you pos-
  sibly add to a K-sat to make it little classier?  Burlwood veneer?”  Then
  the idea struck us.  A glove compartment. That’s what K-Sats need! A
  place to stick grenades, ammo, maps… Mazians.  You can devote a
  portion of a K-Sats ENC load to empty storage space.  Ten percent of the
  ENC allocated to the Cargo Space is used for lockable doors and hinges
  and such, but the rest can be used for cargo.  So say you have a
  BattleSphere K-Sat that can hold 100 ENC.  You’ve already used up 20
  ENC and want to devote the remaining 80 ENC to cargo.  So you lose 8
  points of ENC for the door mechanism and other modifications neces-
  sary to install the cargo space, leaving you with a K-Sat that can tote
  around 72 ENC of equipment.  Unlike the Mazaround, a Mazian in a
  cargo space can not use its sonar or pilot the K-Sat.  This K-Sat option
  has a cost equal to twice the ENC devoted to the Cargo Space.
  K-Sats with cargo spaces are a great way to get equipment to a
  buddy that’s pinned down without risking your own neck.  Mark it with
  a red cross and use it deliver medical supplies to the Zen treating the
  wounded.  Fill it full of booze and have it hover just out of reach of the
  Orion. The possibilities are endless.  Admittedly this makes for a really
  expensive self-propelled suitcase, especially when you could just go buy
  a PTB (Personal-Transport-Bot), but try putting a Flux shield on one of
  those and flying it through enemy territory at 100kph looking for its
  owner.  “Excuse Me.” “My owner is…”  BOOM! THUD.  Dead PTB –
  along with all your gear.  Not a good idea. 
  Balance Rating: 1
  Target Locator: This little accessory allows a K-sat to radio the coor-
  dinates of an enemy back to the targeting computer of any friendly mor-
  tar, artillery, PMS2 launchers, Rad Cannons, or K-Sat compatible Atomic
  TYPE
  TL
  AV
  COST
  3-4
  P
  5-7
  C
  5-7
  UC
  Target Locator PLUS
  8,000
  Cargo Space
  Varies
  Target Locator
  1,850
  K-SAT OPTIONS PG. 4
  TYPE
  TL
  AV
   COST
  3-5
  UC
  3-5
  UC
  3-5
  UC
  3-4
  R
  Ballistic Bag
  50
  OC 
  100
  Rubber Baton
  75
  Shot
  150
  GRENADES - LAUNCHED GRENADES
  
  43
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  GRENADES (LAUNCHED) - LASERS (IMPACT LASERS)
  Displacer in range. A K-Sat using a Target Locator has to be between 5
  and 30 meters of any target it designates for incoming fire.   K-sats with
  Target Locators are capable of communicating with any friendly target-
  ing computer within 5,000 meters. Targeting computers that are out of
  range can be reached by relaying the signal off of another K-Sat or K-
  Sats equipped with a Target Locator.  
  Only one target can be designated per Target Locator installed in
  the K-Sat.  K-sats must make a sighting check to identify targets.  K-sats
  that are piloted manually by a visual remote require that the operator
  make the sighting check. K-sats with AI systems, including both pAI sys-
  tems, a Brain Module, or a Genius Module are assumed to have a visu-
  al modifier of zero, plus any bonuses or penalties from their Intuition
  score. K-sats equipped with UV or IR optics allow their AI systems or
  manual operators to make sighting checks using the bonuses provided
  by those optics.  See the Missile Technology section in this PDF for more
  information on sighting checks in the UV and IR spectrum. Cam Flybots
  can also be equipped with a Target Locator or Target Locator PLUS (see
  below) but unlike a K-Sat they can only hold one. 
  Though encrypted, a Target Locator transmission can still be
  detected – though not deciphered - by a HIC.  There’s nothing more dis-
  turbing that an HIC telling you that something in your area is sending
  transmissions to the enemy.  You don’t know if it just sent in your coor-
  dinates to that artillery cannon.  Better start running and looking for
  that damn K-Sat spotter!   A Target Locator increases the gunner’s
  chance to hit by 20%.  This bonus does not apply to Atomic Displacers
  or Rad Cannons.
  Note: Remember that K-Sats with Guidance Packages 1 through 3
  can only designate preset targets, so you have to already know where
  they are before you send the K-Sat in to mark them. Better hope they
  don’t move.  Balance Rating: 4
  Target Locator PLUS: This Target Locator is identical to the standard
  Target Locator, but it is has a far superior range.  The Target Locator
  PLUS has a communication range of 10,000 meters and a single “PLUS
  Locator” can identify three targets simultaneously, rather than one.
  Lastly, this model can specify any target it “sees” between 5 and 300
  meters.  Balance Rating: 5
  LASERS - IMPACT LASERS
  Savage-E (Pistol): The first impact laser pistol on the market the
  Savage-E is really just a BC-Violator that has been chopped down to pis-
  tol size. It lacks the amazing reliability of the standard Savage series, but
  people are willing to pay through the nose-equivalent regardless for a
  concealable, one-handed, impact laser.
  Balance Rating: 4
  Shotgun-1: The first widely available impact laser shotgun, the
  Shotgun-1 is a formidable weapon that is capable of dishing out the
  damage.  The weapon emits 2d4 beams doing 4d6 damage per beam.
  Like all shotgun lasers the range is crappy and the ammo supply is lim-
  ited, but the weapon is comparably light compared to conventional
  laser weapons. 
  Balance Rating: 4
  Sherman: The most powerful shotgun laser available, the Sherman
  packs a wallop.  With every pull of the trigger it fires 1d4 beams doing
  6d6 points of damage each.  It’s expensive and you’ve only got ten shots,
  so you better hit what you aim at, and carry extra power packs. 
  Balance Rating: 4
  LASERS - PAINTING LASERS
  A painting laser is a laser that “paints” the target with a dot of laser light,
  rather than actually damaging the target.  Reflex missiles in UV tracking
  mode will home in on the laser dot, increasing their chance to hit the
  target.  Once the missile comes into line-of-sight with the target an
  attack roll must be made each second  by the painting laser shooter to
  keep the laser dot on the target.  This attack roll requires a full action
  and must be successful each second  up until the missile(s) impacts the
  target.  The damage rolled for the Painting Laser is applied as a bonus
  to the missile’s accuracy. There is no need to re-roll the damage each
  round.  Apply the damage rolled from the first hit to the missiles accu-
  racy for as long as the laser is on the target.  If the character with the
  Painting Laser misses, a new damage roll must be made when the laser
  “Looks like you’re inter-
  ested in lasers! Ab Liner is the
  obvious choice, and is near the
  top of Pulsie’s recommended
  armor options. Nothing else
  stops laser beams after they
  have 
  penetrated 
  your
  armor…period. Laser shields
  can be handy if you have a free
  arm, and smoke generators can
  cover your butt nicely. But the
  makers of the Reflection Suit and
  Opticon armor have released a
  new armor add-on: highly
  reflective Anti-Laser Coating. It
  works great if you don’t mind
  being shiny!
  PULSIE ON BEAM WEAPONS
  TYPE
   ER
  TL
  AV
  COST
  Savage-E
   200
  7
  R
  150,000
  Shotgun-1
   25
  7
  UC
  500,000
  Sherman
   45
  7
  R
  2.5M
  LASERS - IMPACT LASERS PG. 4
  TYPE
   ER
  TL
  AV
  COST
   350
  4-5
  C
   1000
  4-5
  C
   1230
  5-6
  R
   1400
  7
  VR
   2600
  4-5
  R
  BC-Aim Master
  Target Plus
  Target Super
  Able Culprit-D
  BC-Spotter
  18,000
  25,000
  75,000
  2.0M
  100,000
  LASERS - PAINTING LASERS PG. 4
  
  44
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • LASERS (PAINTING LASERS)
  again hits the target.  Painting lasers do absolutely no damage to the tar-
  get they hit – the damage rolled is only applied to the accuracy of the
  missile.  
  Each time you fail your attack roll, the amount by which you failed
  your roll is subtracted from the missiles accuracy, the bonus for the
  painting laser is subtracted from the missile’s accuracy, and the missile
  must make a new attack roll.  Failure indicates that the missile has
  veered off target to follow your errant laser dot and misses the target.
  Success indicates the missile has compensated for your error. As you
  can see, the more often you fail to keep the dot on the target the more
  you reduce the bonus the painting laser provides. In fact, repeated fail-
  ures may actually reduce the missiles chance to hit below the missile’s
  inherent accuracy (without the painting laser) because the missile
  keeps trying to follow your marker! 
  The best part about using a painting laser is that the missile will hit
  exactly where you put the dot on the target. There is no need to roll ran-
  domly for the missile’s hit location.  Whatever area the painting laser is
  on just before the missile impact is the area the missile strikes.   So it’s
  that much sweeter when you make that called shot to the head of your
  unsuspecting victim with your painting laser just before that Saylon mis-
  sile hits.  
  Though painting lasers are a great way to make sure your indirect
  ordnance hits the target, some poor S.O.B. has to be in line of sight with
  the target to hit it with the laser.  It’s a great job until the guy you’re
  painting figures out what your doing.  Anybody with UV optics is likely
  to see your painting laser beam (+75 to sighting checks) and since it’s
  always on rather than a quick pulse they can follow the beam right back
  to your location.  You should also take note that it’s usually easier and
  cheaper, to take you out than the missile.  Painting lasers make good
  weapons to mount on automated SAWMs.  There is no reason you
  should waste time shooting something that does no damage, when the
  targeting computer can do it for you. 
  Note: If a target is covered by more than more than one painting
  laser, only apply the accuracy bonus from the beam that did the most
  “damage.”  Do not add the aiming bonuses of the lasers together.  From
  that point on the missile will only follow the beam with the highest dam-
  age, unless a “stronger” painting laser hits the target. Missiles can dif-
  ferentiate between “friendly” and “enemy” painting lasers based on the
  wavelength of the laser beam, which is programmed into the missile
  before launch.   
  BC-Aim Master: Another quality Balshrom product. This painting
  laser is based off of the popular BC-Vindicator impact laser chassis.
  The output has been reduced for use as a painting laser, which allows
  the batteries to last a lot longer. 
  Balance Rating: 3
  Target Plus: Tri-corp is billing this new weapon as being built from the
  ground-up as a military-grade painting laser (Editor’s. Note: What else
  would you use a painting laser for if not a military application?)  It’s a
  decent entry-level painting laser on par with its low-end Balshrom-
  made competitors. It comes with an anti-missile flare launcher (treat as
  the armor option) in case the enemy spots you and decides to return
  the favor. 
  Balance Rating: 3
  Target Super: This Tri-corp painting laser is probably the best paint-
  ing laser on the market. It’s lightweight and durable, and comes with all
  kinds of goodies, including a built-in radar/laser detector so you know
  when the enemy is tagging you back!  The weapon has an excellent
  range and is also equipped with a UV optics scanner that gives an esti-
  mate of how well you’re painting the target based on the amount of sur-
  face covered by the laser dot, as well as the curvature and reflective
  properties of that surface. (Editor’s note: In game terms this allows
  the character to know what the player rolled for damage.)  
  The scanner also allows the user to identify and mimic the wave-
  length of an enemy painting laser so an incoming missile can be dis-
  tracted.   To distract an incoming missile the character must make an
  successful attack roll against his comrade who is being “painted’ by the
  enemy laser.  If the damage rolled exceeds the damage of the enemy
  painting laser the missile will lock onto mimic painting laser and ignore
  the enemy painting laser.  The UV scanner in the weapon will let you
  know if your painting laser is “brighter” than your opponents. The
  character can then intentionally move the beam away from the target in
  hopes of drawing the missile off course.  It’s a big gamble as you could
  actually help the missile home on in your buddy, but at least it’s an
  option.  To draw the missile off course, the character must make anoth-
  er attack roll (ignoring situational modifiers), and then subtract the
  amount by which they succeeded from the missiles accuracy. 
  Balance Rating: 4
  Able Culprit-D: Able Corporation has taken the aiming laser concept
  to the next level.  The Able Culprit-D is a standard Able Culprit impact
  laser (yes it does damage) that can be switched to “designator” mode;
  hence the “-D” in the name, and used as a painting laser. In designator
  mode the weapon is capable of firing every second  because of the
  reduced power requirements. In impact laser mode the weapon’s ROF
  is the normal 1/3.  When in designator mode the damage rolled is dou-
  bled before it is added to the missile’s accuracy. 
  Note: Firing the weapon in impact mode, then switching it desig-
  nator mode, and then back to impact mode does not allow the impact
  laser to recharge any faster.  You’re still stuck with the 1/3 ROF.  Able
  says the Culprit’s range and accuracy make it a natural platform for a
  Painting Laser. 
  Balance Rating: 3
  BC-Spotter: A massive painting laser, the beam illuminates the target
  with a spot so bright, it can blind nearby UV optics. Critics have com-
  plained about the sheer size and weight of the weapon, but there’s no
  doubt that its accuracy at extreme ranges and target identification abil-
  ities are unequaled.  However, it’s also important to note that the char-
  acter using this puppy might as well be standing next to a lighthouse; if
  the enemy is equipped with UV optics they are going to see you (+100
  to sighting checks).  As a result, Balshrom encourages BC-Spotter users
  to “paint” their targets from behind, that way they’re less likely to notice
  the beam.  You can’t make a sighting check to see a target if you’re not
  looking in that direction, unless you’re a Phentari.  The problem is the
  minute you miss the target and the beam zips by his head, if he has UV
  optics the jig is up.
  Balance Rating: 3
  
  45
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  LASER (PAINTING LASERS) - MAG GUNS
  LIGHTSWORD - OPTIONAL RULES
  Field Integrity: The plasma in a light sword is contained within a Flux
  shield. In the rare case when the light sword is struck by something that
  damages Flux shields (omega weapons, plasma weapons, other light
  swords, etc.) the Flux containment shield takes damage. The shield can
  take 50 points of such damage before failing. If the shield fails on an
  activated sword, the plasma erupts in a 2m radius, doing 3-18 points of
  damage to all in the area.  Deactivating the sword for a half hour
  recharges the Flux shield.
  The theory is that the Flux shield on the sword is turned inside out
  thus allowing things in, but not out.  Think of a Flux shield as a sheet
  of sand paper. Rough on one side. Smooth on the other.  You can push
  objects through the sheet of sand paper as long as you start on the
  smooth side. So you could take a nail and drive it through the sand
  paper if you pushed it through the smooth side.  If you try pushing it
  through the rough side the sand paper becomes amazingly tough and
  the nail won’t penetrate.  A Flux shield works in basically the same way.   
  Now to see how a light sword works, let’s use that sandpaper anal-
  ogy again.  Take that piece of sandpaper and roll it into a cylinder with
  the smooth side facing out.  Now fill that “Flux cylinder” represented by
  our sandpaper sheet with super-heated plasma! Mmm... good.  Using
  our same nail & paper analogy, we try and take a nail and push it
  through the cylinder.  Since the smooth (weak) side is outside, the nail
  effortlessly pushes through the paper.  However, once the nail hits the
  other side of the cylinder it’s the rough side of the paper. Remember the
  rough side of the sandpaper is on the inside of the tube.  As a result, the
  nail stops moving once it hits the other side of the cylinder on the
  inside.   This is how you can parry with a light sword.  Once the object
  passes through the field and into the plasma, it can not pass out the
  “back” of the field.   Now if we used a needle instead of a nail, the nee-
  dle will pass into the cylinder and then be incinerated by the plasma.
  So if you swing your light sword at say... a tree limb, the limb will be
  incinerated and your swing will not be stopped when it hits the limb.  If
  you swing at somebody’s arm that’s covered in MBA armor, the sword
  swing will be stopped when it impacts the armor because the armor
  isn’t destroyed in the plasma stream so it impacts the back of the field
  and stops the forward movement of the sword.  It will however still take
  damage from its little plasma bath while it is in contact with the sword.
  Balance Rating: 4 M
  MAG GUNS
  BC-Monster: Simply referred to as “The Monster,” this fully automatic
  magnetic grenade launcher is the largest Mag Gun ever made.  The
  Monster is designed as an infantry support weapon and can be used in
  place of a machine-gun in many situations.  Police tactics are to “show-
  er a target” with mag grenades, to make it absolutely clear they have no
  chance of escape. Similarly, the military has complained that the mag
  gun’s effectiveness suffers in situations where a large number of
  armored infantry have to be repulsed.  In both situations the problem
  is the same. It requires that multiple personnel are deployed, all
  equipped with mag guns.  This is a difficult and costly proposition, not
  to mention the problems of coordinating all that outgoing fire between
  individual shooters.  That’s not a problem anymore. A single soldier
  equipped the BC-Monster can offer massive fire support to his team-
  mates by showering a single perp with less-than-lethal rounds, or spray-
  ing offensive munitions into the ranks of charging arachnid troops!  
  The Monster is very heavy and is typically carried into battle by two
  to three individuals, one of which is solely responsible for carrying and
  reloading the massive ammo box.  The Monster comes equipped with a
  bipod, though it can easily be mounted on a tripod or vehicle. Once in
  combat a single trooper can aim and fire the weapon, but typically a
  second trooper stays with the weapon to assist in swapping out the
  heavy ammo boxes. A full ammo magazine for this weapon has an ENC
  of 30 and a Threshold of 5.  By the way, the ammo’s ENC of 30 is not
  included in the ENC of the weapon! 
  The Monster has a variable rate of fire.  Right out of the box the
  weapon is set for a ROF of 2.  However, by disengaging the overheat
  safeties the shooter can manually increase the rate of fire.  The faster
  the ROF the more likely the weapon will malfunction.  The weapon must
  make a System Shock roll after each second  if the ROF is set higher
  than 2. The penalty for this System Shock check is –10 for each point
  of ROF above 3.  So firing the weapon with a ROF of 3 would require a
  TYPE
   ER
  TL
  AV
  COST
  BC-Monster
   1,700
  4-6
  VR
  500,000
  MAG GUNS PG. 5
  MORE TACTICS TO PRACTICE
  Mag Guns: There are a couple of things to remember when deal-
  ing with mag guns and their ammunitions.  The first is that mag
  guns were really designed to be dual purpose weapons. Their abil-
  ity to stick to metal stuff makes them ideal for taking out armored
  personnel and lightly armored vehicles.  As a result there are a
  number of mag gun rounds with purely military applications – i.e.
  blowing stuff up.  
  On the other hand, the mag gun round’s ability to stick to
  their targets rather than instantaneously detonating on impact
  makes them an excellent non-lethal weapon system. This means
  mag guns have applications outside of “blowing metallic stuff up.”  
  Typically the military has always used non-lethal weapons to
  augment the lethality of their primary weapons, where as law
  enforcement utilizes non-lethal weapons to avoid unnecessary loss
  of life.  For instance, the military might use tear gas to flush an
  enemy out of a fox hole so he can be shot at more easily. In con-
  trast, law enforcement might use tear gas to “convince” a perp to
  surrender or to reduce his ability to resist arrest, so lethal force
  isn’t required. Mag guns are no different, and this dual-purpose
  helps explain the wide variety of munitions available.  So be sure
  to pick your munitions based on your goal – they’ve probably built
  one to fit your needs.  Why use a brick to drive a nail, when you’ve
  got a hammer? 
  Because the Monster has such a high rate-of-fire it works
  great with mag grenades that have a cumulative affect like the a-
  grav cancellation round, Immobilizer rounds, MAR rounds, and
  Parasite rounds. However, they work just a well to frag a target
  with multiple hits from Disintegrator rounds, EMP rounds, and
  Freezy Pop rounds.
  Safety First: Never load your mag gun with both helpful &
  harmful rounds.
  
  46
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • MAG GUNS - METAL GUNS
  System Shock check with no penalty. A ROF of 4 would impart a –10
  penalty. A ROF of 5 would impart a –20 penalty and so on.  
  If you fail the System Shock roll, take the amount by which you
  failed and divide that number by 10 (round normally).  Then subtract
  that number from the weapons manually set ROF to determine how
  many grenades were fired before the weapon malfunctioned. So let’s
  say you’re firing the weapon with a ROF of 6.  That imparts a –30 penal-
  ty to your System Shock check.  So you needed to roll a 67 or lower to
  successfully make your System Shock check. Now let’s assume you
  rolled a 84.  You missed your target by 27 (84 – 67 = 17).  Divide 17
  by 10, rounding normally and we get 2.  So we subtract 2 points from
  the weapon’s ROF of 6, and discover the weapon got off 4 grenades
  before it locked up.  Also remember that any time you fail a System
  Shock roll for a weapon you have to roll on the Malfunction Table,
  which means your weapon is probably going to be out of commission
  for a while, if not ruined.  Mag guns have an Automatic Fire penalty of
  -50 (See pg. 191 in the main rulebook).
  Balance Rating: 4
  MAZIANS - OPTIONAL COMBAT RULES
  Increased Durability: To increase the Mazian’s combat efficiency
  Battle Masters may rule that Mazians gooey physical bodies make them
  more durable to certain attacks than other races.
  When a Mazian is cut with a knife or sword apply the damage as
  you normally would. However, if the Mazian is able to get back into
  physical contact with the section that was sliced off within 1d4 combat
  rounds they can rejoin it to the central mass.  The Mazian immediately
  recovers any Body Points that were lost when that section was cut off.   
  • This only applies to attacks that physically separate the Mazian
  into one or more pieces. 
  • If an attack does enough damage to kill the Mazian then they are
  dead and can not attempt to reattach severed pieces. 
  Mazian’s squishy bodies make them relatively immune to impacts, con-
  cussion, and puncture wounds.  
  • Weapons that puncture the Mazian do an amount of damage to the
  Mazian equal to their Integrity reduction. Examples include stab-
  bing weapons, bullets, non-explosive projectiles, spears, grenade
  fragments, etc.  This rule assumes that a projectile takes a piece of
  the Mazian with it when it exits the Mazian’s body.
  • Weapons that use the force of their impact or cause concussion to
  damage their target do 1/4 their normal damage to Mazians.
  Examples include clubs, Omega weapons, and concussive explo-
  sions. 
  Beam weapons, energy weapons, particle weapons, electrical damage,
  fire damage, and plasma-based weaponry do full damage.  Explosions
  that don’t specifically mention concussion or fragments should be treat-
  ed as fire damage when dealing with Mazians.   
  Balance Rating: 5
  Mazians and Falling: Mazians who make a shape-shifting roll with a
  level 15 difficulty can ignore all falling damage as long as they have
  room to glide.  Mazians who make a shape-shifting roll with a level 10
  difficulty can turn into a parachute shape and ignore 80% of any falling
  damage they receive. Both maneuvers assume the blob isn’t wearing
  constrictive armor or carrying any heavy equipment.  A falling Mazian
  always has the option to drop/expel any equipment carried.
  Balance Rating: 1
  Mazians and Paralyzing Attacks: An attack that paralyzes a body
  area is assumed to entirely paralyze a Mazian since they have one
  shared nervous system throughout their whole body. However, Mazians
  get a +20 to any SMR check that might result in paralysis. 
  Balance Rating: 3
  Mazians and Web Generators: If a web gun hit doesn’t anchor a
  Mazian to another object, like the ground, it’s not going to do much.
  Mazian’s who are anchored to the ground or other immovable object
  can not move from the spot unless they break free.  Each web gun hit,
  regardless of whether it anchors the Mazian to another object or not,
  reduces a Mazian’s Agility by 1d8 points, up to a maximum reduction of
  50 points. The above penalty is also applied to any Shape Change skill
  checks the Mazian attempts.
  Balance Rating: 3
  Shape-shifting attack: Mazians can make hardened stabbing or blud-
  geoning weapons out of their body by making a shape change skill
  check with a level 20 penalty.  For every 3 points under the required tar-
  get number (the number you have to roll under to succeed) the Mazian
  can cause one point of damage or reduce the Threshold of the target by
  1 point when determining whether the attack penetrates. 
  Balance Rating: 5
  METAL GUNS
  BC-DistortionMG: The most expensive metal gun ever created.
  Balshrom took three of their top-of-the-line BC-Distortion metal guns
  and slapped them together in a gatling configuration. The three barrels
  are assembled in a triangle configuration, and each metal gun is fired
  one after another, giving a much higher overall rate of fire.  The weapon
  comes with a removable tripod and 100 point Flux shield.  The
  weapon’s power supply isn’t huge, but by the time you’ve exhausted it
  your target should be reduced to wearing nothing but their skivvies.  If
  you’re not wearing Dreadnought armor or better, two hits from this
  weapon to the same section of armor will remove the armor entirely. 
  Balance Rating: 4
  BC-Gatlin: This weapon is another gatling configuration metal gun,
  built on nine Twister metal guns in a circular configuration. The design
  philosophy is identical to the other Balshrom gatling metal guns.
  Multiple weapons linked to a single trigger assembly, fired in sequence
  to yield a much higher rate of fire.  Again, the weapon is heavy and the
  TYPE
  ER
  TL
  AV
  COST
  200
  4-6
  VR
  50
  4-6
  UC
  100
  7
  U
  95
  4-6
  UC
  50
  4-6
  UC
  BC-DistortionMG
  BC-Gatlin
  BC-Metalaser
  BC-MetalSurge
  UB-Twister
  1.6M
  400,000
  1.5M
  140,000
  40,000
  METAL GUNS PG. 5
  
  47
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  METAL GUNS - MICRO-GRENADES
  power pack has been reduced in size to save weight.  Find a target,
  unload on it, and ditch the weapon.  The weapon comes with a remov-
  able tripod.   
  Balance Rating: 4
  BC-Metalaser:  The sick bastards at the Balshrom experimental
  weapons division could only have developed this incredibly nasty
  weapon.  The Metalaser is a massive rifle built around the BC-Shock
  Therapy impact laser and the BC-Distortion metal gun. The Shock
  Therapy’s laser shield was removed to reduce the overall weight of the
  weapon.  Despite the modifications, the Shock Therapy’s short range
  and massive integrity reduction make it ideal for a metal gun/laser
  combo.  When the weapon is fired, the metal gun discharges a split-sec-
  ond before the laser, reducing the target’s Threshold for the beam
  attack.  When calculating damage from the laser hit (6d6 dam), assume
  the Threshold of the section hit has already been reduced by 16 points
  from the metal gun attack. Total integrity reduction is 90 points per hit!
  Eat your heart out Deception-2 owners.  You’ll pay through the nose for
  this baby, but it’s worth every penny and then some.  Buy two!  
  Balance Rating: 4
  BC-Metalsurge: The first metal gun in a gatling configuration released
  on the market.  This weapon actually consists of 6 BC-Render metal
  guns, which are fired in sequence, one after another.  This means while
  one metal gun is charging, the next one in line can be fired, greatly
  increasing the weapon’s overall rate of fire.  The gatling configuration
  means the weapon is incredibly heavy for a metal gun.  To help elimi-
  nate some of the weight, the energy pack powering the weapon has
  been reduced in size, which unfortunately limits the weapon’s ability to
  dish out fire for a sustained period.  The weapon comes with a foldable
  bi-pod.  Balance Rating: 4
  UB-Twister: Nearly identical to the standard Twister metal gun, except
  this version has been placed inside a different shell that allows it be
  mounted under the barrel of a large rifle. 
  Balance Rating: 4
  MICRO-GRENADES
  It’s never enough, is it? Tiny grenades that do a few points of damage
  aren’t bad, but you just knew that someone had to cram more micronite
  into these babies, eventually resulting in a grenade that can take out a
  Ram Python. All three of these larger micro-grenades are about the size
  of a quarter, and come in both timed and impact versions.
  High-Explosive: Utilizes micronite to deliver 1d6+1 points of explo-
  sive damage (no frags) to all within 2m (1-3 body areas affected). The
  micronite accounts for the price, so the impact version costs the same
  as the timed version. 
  Balance Rating: 3
  Mega-Explosive: Packed with micronite, these tiny wonders deliver
  2d6 points of explosive damage (no frags) to all within a 3m radius (1-
  3 body areas affected). Impact version is the same price as the timed
  version. 
  Balance Rating: 4
  Ultra-Explosive: Even more micronite, for a damage yield of 2d12
  (no frags) in a 3m radius (1-3 body areas affected). Impact version is
  the same price as the timed version. 
  Balance Rating: 5
  MICRO-GRENADE LAUNCHERS
  With new ammunitions come new ways to deliver them to the target.
  Micro-grenade launchers are really little more than advanced sling-
  shots…highly durable, extremely concealable slingshots with a high
  rate of fire. The launchers utilize simple mechanical launching systems,
  electrically powered, to throw the impact versions of micro-grenades
  like miniature discus. Thus, the ranges and accuracies are not stellar,
  but more than adequate for weapons the size of a .22 caliber pistol.
  “What? You again?
  Metal guns…this one’s easy. Go
  get yourself an anti-mag gener-
  ator, and leave me alone.”
  PULSIE ON METAL GUNS
  TYPE
  TL
  AV
  COST
  6
  R
  6
  6
  High-Explosive
  Mega-Explosive
  Ultra-Explosive
  100
  200
  400
  R
  VR
  MICRO-GRENADES PG. 5
  TYPE
   ER
  TL
  AV
  COST
   100
  3-5
  UC
   75
  3-6
  R
  Lincoln Thrower
  Penny Ante
  1,000
  1,550
   50
  2-5
  C
  Lobber
  300
  MICRO-GRENADE LAUNCHERS PG. 5
  
  48
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • MICRO-GRENADE LAUNCHERS - MINES
  TYPE
  1
  2
  3
  4
  5
  6
  Neutralizer
  90
  20
  -40
  -
  -
  -
  Eliminator
  95
  40
  -
  -
  -
  -
  Neutralizer-2
  90
  30
  -20
  -50
  -
  -
  K-4 Proton Cannon
  90
  40
  10
  -30
  -
  -
  Majestic
  95
  45
  05
  -25
  -
  -
  Majestic 2
  97
  50
  15
  -20
  -
  -
  K-8 Vaporizer
  85
  35
  05
  -40
  -
  -
  BC-Duster
  90
  80
  30
  -05
  -
  -
  Gashil
  105
  40
  05
  -50
  -
  -
  NE-7 Comrade
  115
  75
  15
  -30
  -
  -
  Americas
  90
  60
  40
  00
  -50
  -
  Rommel
  90
  50
  00
  -50
  -
  -
  Patton
  100
  65
  10
  -30
  -
  -
  Keep in mind that although the launchers are relatively cheap, the
  ammo is quite expensive. Micro-grenade launchers are currently only
  being produced by a subsidiary of Orionus Konglomerates.
  Lobber: The first micro-grenade launcher. The range is limited, and
  the firing mechanism cycles too slowly. But it delivers the goods. Metal
  construction. 
  Balance Rating: 3
  Lincoln Thrower: ’Lincoln’ is slang for 1/100 of a credit, stemming
  from an ancient human monetary system. It’s also what the humans
  used to call a coin that was about the size of a micro-grenade. The
  Lincoln Thrower has good range and is very reliable. Made out of high-
  impact plastic, it’s durable as all get-out.
  Balance Rating: 3
  Penny Ante: Humans and Orions laugh at the name of this micro-
  grenade launcher, and no one else knows why. A high rate of fire means
  you’d better have deep pockets to afford to feed this thing. Effective 
  Balance Rating: 3
  MINES
  ABA (Anti-Body Armor): After producing a mag round using metal
  gun technology (see the Vulcan and Vulcan Plus), upstart Tri-Corp put
  their patent to further use, developing a mine designed to soften up
  enemy personnel on a larger scale. Upon being activated, this mine uti-
  lizes a rapidly rotating magnetic disruption pulse generator to send out
  multiple metal gun pulses. Like a Bouncing Betty, the ABA mine pops up
  from the ground, sending its metal-damaging pulses in all directions.
  The poor soul who triggered the mine is hit by 1-3 pulses, and anyone
  within 10m has a 35% chance of being hit by a pulse as well (if the dice
  roll is less than 10%, two pulses hit instead of one). Each pulse reduces
  Threshold by 4 and Integrity by 20 points. 
  Balance Rating: 2
  Bullet Mine: This homemade mine is basically a zip gun that’s been
  buried in the ground and equipped with a pressure trigger. When the
  victim steps on the trigger the bullet or shotgun shell is fired upwards
  into the foot. The damage is based on the type of cartridge or shotgun
  shell that is loaded into the mine.  Because they’re homemade these
  mines are reliably triggered only about 75% of the time. 
  Balance Rating: 1 
  Clumpy II: This mine holds up to 6 mag gun rounds, which are trig-
  gered when an unfortunate victim steps on the mine.  The person (or
  item) that triggers the mine is struck by 1d6/2 mag gun rounds, ran-
  domly chosen from the mines payload. The remaining rounds have a
  50% chance to strike anyone with a 5 meter radius.  Each potential tar-
  get rolls percentiles (1d100) in the order the BM determined (usually
  randomly or from closest to farthest), with a roll of 51 or higher indi-
  cating a miss, until all the remaining mag rounds are expended or until
  no targets remain, whichever occurs first. 
  Balance Rating: 1 
  Disintegrator Mine: Stepping on this mine triggers a single shot,
  high-powered, disintegrator that fires (20 meters) straight up.  The
  mine does 40-160/20-80 points of damage to any target unfortunate
  enough to trigger the mine.
  Balance Rating: 1 
  Displacer Mine: Anyone that steps on this mine is displaced up to 40
  meters to a pre-selected destination. Targets are typically displaced into
  prison cells, off cliffs, or other equally unpleasant destinations.  The
  mine is not sophisticated enough to strip the victim of their armor or
  equipment. If the victim has a phase nullification armor option activat-
  ed or is displaced into or out of an area protected by a phase nullifica-
  tion system they suffer the unfortunate effects of phase nullification. The
  mine has enough power to facilitate 5 displacements. 
  Balance Rating: 3 
  Firestorm Claymore: Rather than being filled with steel balls, the
  firestorm claymore is filled with phosphorous pellets, which burst into
  flame once they are ejected from the mine.  This turns the claymore into
  an incredibly effective incendiary device. The damage is identical to the
  standard claymore except integrity reduction is 4 points per fragment
  and any materials caught in the blast that are even remotely flammable
  are automatically ignited.  If the contents of the firestorm claymore are
  exposed to an oxygen rich atmosphere, say from being shot or punc-
  tured, prior to detonation the mine will explode prematurely.  
  Balance Rating: 2
  Floater: This mine uses a combination of a-grav fields and attractor
  beams to “float” a target in the air.  This mine is the bane of most
  Battlelords, not because it’s dangerous but because it’s so damn embar-
  rassing.  Floating there, suspended a few meters in air, helpless.  Worse
  yet, most Battlelords are equipped with thousands of credits worth of
  state of the art weaponry and armor, all of which is useless to get them
  out of their predicament. Without something to push (Jet Pack) or pull
  (Grappling Hoist) the character free of the mine, they’ll be stuck there.
  Anyone who is close enough to grab the character will also become a
  victim of mine.  Shooting the mine is designed to trigger an overload
  TYPE
  ER
  TL
  AV
  COST
  -
  5-6
  R
  -
  3
  R
  -
  4-6
  R
  -
  5-6
  UC
  -
  5-6
  VR
  500,000
  -
  3
  UC
  100,000
  -
  6-7
  UC
  1.5M
  -
  6+
  VR
  15,000
  -
  4-6
  C
  5x
  -
  5-6
  R
  -
  5-6
  VR
  -
  7
  R
  -
  5-6
  R
  -
  5-6
  R
  Bullet
  Clumpy II
  Disintegrator
  Displacer
  ABA
  Firestorm Clay.
  Floater
  Flux Cage
  IMFIB
  Neuro
  Neuro Elite
  Phase Null.
  Riot Foam
  Self-Healing
  50
  16,000
  10,000
  100,000
  350,000
  50
  500,000
  350,000
  100,000
  N/A
  N/A
  1.5M
  15,000
  5x
  MINES PG. 5
  
  49
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  MINES
  sending the victim 3d20 meters into the air.  This can be… unpleasant,
  especially when the mine is placed indoors.  
  Normal falling damage is applied if the target doesn’t impact a roof
  of some kind.  If the target impacts an overhead structure, they take
  falling damage as if they had obtained the height rolled on the dice
  when they impact the ceiling, and then they take falling damage again
  when they hit the ground, with damage for the second fall based on the
  actual height of the ceiling.  See the Knockback rules in LNL:W&T
  Appendix for info on being thrown into objects that can’t withstand the
  force impact. 
  This mine is capable of suspending up to 1,000 encumbrance.
  There is nothing funnier that watching two Ram Pythons suspended in
  the air, without a clue about how to get down. Without a dedicated
  power supply the floater mine has a run time of 20 minutes.  Because
  of the cost of these mines they are usually reserved for permanent
  installations where non-lethal incapacitation or delay of intruders is
  required. 
  Balance Rating: 2 
  Flux Cage: This round is almost identical in function to the mag round
  version, but envelops the target in a 200 point Flux cage and can power
  that cage for up to 1 hour.  The mine itself, which must be just below
  the surface of the ground, is also contained within the cage. Like the
  mag round (See Ammunition chapter), the mine comes paired with a
  remote for deactivation. 
  Balance Rating: 5
  IMFIB: Often called “the Fibber”, IMFIB is an acronym for Instant Mine
  Field In a Box.   The box is propped up on one edge using an included
  bipod that is attached on the bottom of the unit.   The soldier then
  presses a button on the box to activate it.  Once activated the side of the
  box facing away from the user flips open and two dozen small, self-
  burying mines are ejected.  The launching mechanism is designed to
  disperse the mines so that they cover a roughly 20 square meter area.
  Anyone passing through the area has a 60% chance to step on a mine.
  Each fibber mine has the same stats as a plasmore mine. 
  Balance Rating: 1 
  Neuro: Identical in effect to the Neuro mag round, but the radius is
  increased to 7m. (See Ammunition chapter)
  Balance Rating: 3 
  Neuro Elite: Identical in effect to the Neuro Elite mag round, but the
  radius is increased to 10m. (See Ammunition chapter)
  Balance Rating: 3 
  Phase Nullification Mine: This mine works identically to the Phase
  Nullification armor option, except it has a range of 300 meters and does
  4-24 points of damage.  A single mine planted in a base camp almost
  guarantees a grisly death to anyone who displaces anywhere close.
  Sure they’re expensive, but can you afford to set up camp without one?
  Truly vindictive mercs will plant a Phase Nullification mine in the cen-
  ter of their base camp and then line the perimeter with displacer mines.
  Ouch! Remember that damage from displacing into an area protected
  by phase nullification ignores Flux shields, PDS units, and armor.  
  Balance Rating: 1
  Riot Foam Mine: This mine releases rapidly expanding adhesive foam
  to entangle targets and block halls. The foam fills up to 15 cubic meters
  of space, centered on the mine.  The foam is porous and victims cov-
  ered in the foam will not suffocate.  In addition, gas attacks can be
  delivered through the foam to target. Any target that is within 5 meters
  of the mine will become completely enveloped in the sticky foam
  when the mine is activated. Strength Checks to break free of the foam
  must be made at -100.  Each successful strength check frees one body
  section. 
  Riot foam remains sticky for days and anything touching the foam
  is likely to become entangled. It is nearly impossible to cut someone
  free from riot foam with a knife or sword.  If you can pull your cutting
  hand free (Strength check at -100) and then pull your light sword from
  its sheath (Strength check at -100), well then you can start cutting.  In
  addition the foam is non-flammable so it can not be burned away.  Only
  riot foam solvent or items like light swords can be used to effectively cut
  a victim free. Riot foam solvent is a relatively simple compound, and the
  cops typically spray it around with fire hoses after the trouble-makers
  have been ’neutralized’. It’s not readily available to the public, howev-
  er, and the formula isn’t well known. Those not having law enforcement
  connections can expect to pay about 500 credits for enough solvent to
  clean up 20 size classes of beings. The alternative, of course, is to wait
  a few days until the foam breaks down on its own. Heavy rains can also
  weaken the strength of the foam by 10 to 50%. 
  Balance Rating: 3 
  Self-Healing Field Mines: The main problem with mine fields is that
  once a path through the field has been cleared the other mines are no
  threat.  Self-Healing Field mines fields were designed in the early 21st
  century to fix that problem.  These mines periodically communicate
  “There are actually many
  ways to effectively free a friend
  from riot foam. Pulse cannons and
  omega cannons don’t leave much
  foam behind, and frost cannons
  will make it brittle enough so that it
  can be chipped away relatively
  easily. Of course, light swords or
  solvent are the only way to free the
  victim without causing them seri-
  ous damage in the process. But
  that’s what armor’s for! And if you
  need good armor, does Balshrom
  have some deals for you!”
  PULSIE ON RIOT FOAM
  
  50
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • MINES - MISSILE TECH (PMS2)
  with each other in order to make sure they are evenly dispersed.   If a
  mine or mines have been detonated or disturbed, the other mines will
  crawl around in the dirt to redistribute themselves into the most effec-
  tive coverage pattern.  Redistribution usually takes about 1d4 rounds.
  These mines have self-burying mechanisms that make sure they are well
  hidden.  The movement of the mines can be detected by astute
  observers and their occasional transmissions can be detected by those
  with the proper equipment if they are close enough (> 2 meters).  As
  a result, Self-Healing Mines are usually placed in locations where the
  need to prevent an enemies passage through the area outweighs the
  need for surprise.  Obviously mine fields that are clearly marked with
  warning signs are an ideal spot for these little monsters.  Self-Healing
  mines cost 5 times the list price of the mine being used and also
  increase the ENC of the mine by 20%. 
  Balance Rating: 1
  MISSILE TECHNOLOGY - ARM ROCKETS
  Weapon-Attached Arm Rocket Racks
  M-260: The M-260 is a breech-load, single shot, arm rocket launcher
  that is designed to be attached under the barrel of any rifle using a uni-
  versal mounting system.   The concept is identical to the M-203 under-
  barrel grenade launcher, only in this case the weapon is loaded with a
  single arm rocket. External Threshold of 15.
  Balance Rating: 1 
  WARS: The WARS or Weapon-Attached Arm Rocket System is an arm
  rocket rack that can be mounted to a rifle or other large weapon.  The
  WARS is a small rack that holds up to 4 arm rockets.  It is usually
  attached to the top of the weapon and utilizes a high, arch-shaped,
  mounting system so that iron sights or scopes can still be used.  The
  WARS can also be mounted under the barrel but its weight often makes
  this arrangement cumbersome.   The WARS system is capable of firing
  all its rockets simultaneously or individually.  The manufacturer con-
  tends that their WARS series of rocket racks is superior to convention-
  al designs because it allows a soldier access to the heavy firepower pro-
  vided by their arm rockets even if they have to blow out of their armor.
  External Threshold of 15.
  Balance Rating: 1 
  WARS MINI: The WARS MINI is identical to the standard WARS, except
  the rack holds two missiles. The rack can be mounted ether dorsally or
  ventrally on a rifle. The WARS system is capable of firing its rockets indi-
  vidually or simultaneously. External Threshold of 15.
  Balance Rating: 1 
  WARS PLUS: The WARS PLUS is a large 8-shot rack that can be mount-
  ed on the top of crew served weapon or very large rifle.  Its size and
  shape makes it immediately recognizable.  The WARS system is capable
  of firing its rockets individually or simultaneously. External Threshold
  of 15.
  Balance Rating: 1 
  MISSILE TECHNOLOGY - REFLEX MISSILES
  Man-Portable Reflex Missile Launchers
  Reflex Pack: The Reflex pack is identical to the Reflex tube except it
  has four tubes encased in a large box, rather than a single tube.  The
  Reflex pack has a 5km radar package (Track: 85%, single target) with
  a 180-degree scanning arc.  This weapon’s size makes it bulky and
  unwieldy – Pythons love it.  
  Balance Rating: 3 
  Reflex Tube: A Reflex tube is a large bazooka-like missile launcher
  that is open on both ends.  A single Reflex missile can be loaded into
  the tube and fired by a lone soldier.  The Reflex tube allows soldiers to
  aim and fire Reflex missiles without need for a Reflex rack to hold the
  missiles. It takes 5 rounds to load a Reflex missile into a Reflex tube.
  The tube is reusable and includes a radar package (Track: 65%, single
  target) with 2km range that scans a 45-degree arc directly in front of
  the launcher.  
  Balance Rating: 3 
  MISSILE TECHNOLOGY - PMS2
  Let’s face it, with the growing popularity of Reflex missile systems and
  the decline of artillery in general, Reflex development is beginning to
  overtake the niche once filled by Personal Missile Systems (PMS).  Well,
  thanks to Balshrom’s R&D team, with the release of our Improved
  Personal Missile System or PMS2, all that has changed.
  Redesigned from the ground up, the Improved Personal Missile
  Systems are fully-automated rocket launchers, loaded with missiles
  designed to carry a mission-specific payload to targets over the horizon.
  Further PMS2 launchers can hold up to 20 missiles depending on the
  model of the launcher and have optional auto-loaders allowing the user
  to leave the system unattended for long periods of time while it engages
  targets automatically.   PMS2 launchers are capable of both direct fire
  TYPE
   ER
  TL
  AV
  COST
  5-6
  C
  5-6
  UC
  5-6
  R
  Long Bow
  Ballista
  Trebuchet
  Varies
  Varies
  Varies
  11,000
  20,000
  45,000
  Varies
  5-6
  P
  Short Bow
  8,000
  MISSILE TECH - PMS2 PG. 6
  TYPE
   ENC
  TL
  AV
  COST
  M-260
   1
  4-6
  UC
  100
  WARS
  2
  4-6
  UC
  300
  WARS MINI
   1
  4-6
  UC
  150
  WARS PLUS
   3
  4-6
  UC
  400
  MISSILE TECH - ARM ROCKETS PG. 8
  TYPE
   ENC
  TL
  AV
  COST
  Reflex Pack
   6
  4-6
  UC
  5,000
  Reflex Tube
   4
  4-6
  UC
  1,000
  MISSILE TECH - REFLEX MISSILES PG. 8
  
  and indirect fire.  They are designed to attack enemy assets with pin-
  point accuracy, actually landing the missile on the target.  They are not
  like artillery, which uses an area-covering blast to make up for poor
  accuracy. 
  The user can manually command the unit using the included
  remote control by selecting objects and personnel that have been iden-
  tified by a K-Sat as the target for the PMS2 launcher.  Alternatively, the
  user can simply switch the launcher(s) to automatic mode where it will
  attack any target without a friendly IFF transmitter. In automatic mode
  the PMS2 units attack the targets located by K-Sat spotters that are clos-
  est to the launcher first, and then work their way out to targets that are
  farther away.  The launcher will automatically select the rocket with the
  most appropriate warhead to destroy the target.  So unless you want the
  launcher to level every building it range, it’s a good idea to leave the
  launcher on manual if you’ve loaded it with anti-structure rockets. 
  Unlike their counter-parts, PMS2 units can use K-Sats equipped
  with Target Locator systems to spot the enemy and relay the location of
  the potential target back to the launcher.  These K-Sats are used in place
  of the older, hard-wired guidance systems found in standard PMS
  launchers.   A single PMS2 system can be linked to more than one K-
  Sat, and any properly equipped K-Sat can relay target coordinates to
  other “spotter” K-Sats and eventually back to the PMS2.  The K-Sat can
  send updated information to the launcher, which can then be relayed to
  the missile even while it’s in flight. 
  This allows PMS2 launchers to target enemy personnel, structures,
  and vehicles beyond line-of-sight.  In addition, multiple PMS2 launch-
  ers can share K-Sats, allowing any PMS2 launcher to target any enemy
  position within its range regardless of which K-Sat spotted the target.
  PMS2 systems can be linked to an effectively unlimited number of K-
  Sats, and as a result are only limited by the K-Sats ability to find targets
  and the launchers ability to hit the target given its accuracy, and the
  rocket’s range. Note, however, that enemy K-Sats can not “talk” to
  friendly K-Sats and vice-versa without some hacking (lvl 20 check). 
  The new PMS2 systems use larger rockets to achieve far longer-
  ranges than the older PMS versions.  In fact, there is no backward-com-
  patibility at all between the older PMS units and PMS2 units.
  When purchasing a PMS2 system, you’ll need to pick out at least
  one launcher, as many missiles as you want, and equip at least one K-
  Sat with the Target Locator hardware to find targets for the system.
  Don’t forget you can add auto-loaders to your launchers for a nominal
  fee and the more K-Sats you have the better chance you have of spotting
  your target! PMS2 systems use artillery Range Brackets, not missile
  Range Brackets.  Balance Rating: 3
  Just remember our marketing pitch. “Do you PMS? I PMS2!”
  Cost-Effectiveness: Balshrom has done its best to keep the cost of the rockets
  low, so once you invest in a PMS2 launcher you can fire missiles with abandon
  at your enemy without fear of exhausting your credit!  The missiles used in all
  PMS2 systems are identical, which saves on production and development costs.
  In addition, the missiles don’t have the expensive guidance and target-acquisi-
  tion systems used in Reflex missiles.  The targeting computer in the launcher
  tells the missile where to go and they follow a path from the launcher directly
  to that spot.  Don’t let their lack of sophisticated maneuvering systems fool
  you. These missiles will hit within a few centimeters of where you aim them,
  which allows them to directly strike individual infantry with ease!  In addition,
  there’s no need to spend money on expensive radar packages
  PMS2 Launchers
  Ballista: The Ballista has excellent range and accuracy, but a slower
  rate-of-fire than other high-end PMS2 systems. Still the range is long
  enough that you’ll be toasting those Reflex-using weenies before they
  can spot you! The Ballista is usually mounted on an a-grav platform that
  makes it very easy to pull into position.  The auto-loader (and ammo
  bin) costs another 2,500 credits.  You can use the missile bin to store
  up 30 missiles for the loader, or remove the bin and use an ammo cart
  to ferry missiles from your ammo dump to the auto-loader. 
  Long Bow: The Long Bow is a 12-shot PMS2 launcher capable of
  launching half its payload in 60 seconds.  Ideal for when you need to
  51
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  MISSILE TECHNOLOGY (PMS2)
  TACTICS TO PRACTICE
  PMS2 Systems:  The Lure. First, put your PMS2 system beyond
  the enemy’s line-of-sight. That way they can’t take it out from a dis-
  tance.  Put a remote Flux or PDS on the unit to protect it from
  enemy fire.   Then mine the route the enemy is most likely to take
  when they eventually come looking for the launcher.   Spend the
  extra money for the auto-loader option and the ammo cart.  Set up
  your ammo dump and tell the Ram to reload the cart with missiles
  every time it shows up.  Next set the launcher on automatic and let
  it rain death and destruction down on your enemy for a while.
  Eventually this will really annoy your enemy, and he’ll send out a
  party to take out your artillery.   As soon as they hit the minefield,
  wait for one to step on a planted surprise.  Once they realize
  they’re in a minefield they’ll be hesitant to move – forward or
  back.  That’s when you open fire on them from your concealed
  positions and take out their entire scout team. 
  The Softener.  Set up a line of PMS2 systems and send in a
  wave of small, cheap, K-Sats with Target Locators.  Use anti-struc-
  ture rounds to obliterate any buildings, emplacements, or cover
  the enemy might have.  These are hard to miss, even for dumb K-
  Sats.  Then send in smarter K-Sats to look for personnel and
  armored vehicles that have dug-in.  Once you’ve found them, let
  them have it with the PMS2, while you march forward under the
  cover of the bombardment – pulling your Compact Artillery with
  you.  As you get closer dump the Compact Artillery and have your
  snipers use Gauss weapons with Target Designators to “tag” hos-
  tile targets.  Once you enter the city, stop the PMS2 fire and switch
  to Compact Artillery.  Engage the enemy at close range – which
  isn’t too hard in an urban environment, and prey those TD rounds
  work to keep those Compact Artillery shells from blowing you up.
  The Double-Whammy!  Set up a line of PMS2 launchers and
  shell the enemy emplacement, biding your time.  When the enemy
  moves to attack, send out another wave of K-Sats to designate tar-
  gets using Video Remote systems and have their operators specify
  targets that will cause the most trouble.  Then use your PMS2 sys-
  tems to lay the hurt down by concentrating their fire on specific
  targets. 
  Rule of Thumb: Use Reflex missiles to engage any armored
  targets in range. They’re too expensive to waste on lightly armored
  chumps.  Use PMS2 systems for blasting any fixed or slow-moving
  targets beyond your line-of-sight at extreme ranges, whether
  they’re lightly armored or not.
  
  52
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • MISSILE TECHNOLOGY (PMS2)
  suppress enemy advances by showering them with missiles or tag a sin-
  gle target until it’s a smoldering crater. The auto-loader (and ammo
  bin) costs another 3,000 credits.  You can use the missile bin to store
  up 36 missiles for the loader, or remove the bin and use an ammo cart
  to ferry missiles from your ammo dump to the auto-loader. 
  Short Bow: The Short Bow is a base-model, 8-shot, PMS2  system. It is
  lightweight enough that it can be carried into the field by two personnel
  when unloaded. It has no a-grav system, but it does include the auto-
  matic aiming and firing system built into all PMS2 systems.  The auto-
  loader (and ammo bin) costs another 1,200 credits.  You can use the
  missile bin to store up 24 missiles for the loader, or remove the bin and
  use an ammo cart to ferry missiles from your ammo dump to the auto-
  loader. 
  Trebuchet: Our top-of-the-line PMS2 launcher, the Trebuchet is capa-
  ble of handling any problem that can be solved by a volley of missiles
  armed with explosive warheads.  High reliability combined with a high
  rate-of-fire and large payload.  The Trebuchet is usually mounted on a-
  grav platform that makes it very easy to pull into position.  The auto-
  loader (and ammo bin) costs another 10,000 credits.  You can use the
  missile bin to store up 60 missiles for the loader, or remove the bin and
  use an ammo cart to ferry missiles from your ammo dump to the auto-
  loader. 
  PMS2 Accessories
  Ammo Cart: This automated, self-propelled, a-grav cart can be filled
  with PMS2 missiles and drive a pre-set route between your ammo dump
  and your launcher system.  Once it arrives at the launcher it mates with
  autoloader and the rounds are automatically pulled from the cart and
  loaded into the launcher, even while the system is firing!  The cart can
  hold up to 40 missiles and moves at 30 kph.  Once the cart is empty it
  will return along the preset route back to your ammo dump.  This little
  baby can keep a remote PMS2 emplacement running on automatic
  mode for as long as you can load missiles into the cart.  Just remember
  have a spotter make sure no one is following the cart back to your
  camp.  
  Balance Rating: 2
  TYPE
   THR
  TL
  AV
  COST
  15
  5-6
  C
  Ammo Cart
  15,000
  MISSILE TECH - PMS2 ACCESSORIES
  TACTICS TO PRACTICE
  Reflex vs. PMS2:  The difference between PMS2 systems and
  Reflex missiles systems are as follows:  
  • Reflex missiles are more accurate
  • PMS2 systems are less accurate
  • Reflex missiles are intermediate range battlefield weapons
  • PMS2 missiles are extremely long-range battlefield weapons. 
  • Reflex missiles must have line-of-sight to their target before they
  can fire (unless you’re using a Farsight Combat Array).
  • PMS2 missiles do not require line-of-sight to their targets, if their
  “spotting” K-Sat can see it.
  • Reflex missiles rely on sophisticated target detection hardware
  built-into the missile to find their target.  
  • A PMS2 missile simply flies from Point A to Point B, hitting the
  target you designate for it, though the missile is capable of chang-
  ing targets in mid-flight if you designate a new one.  
  • Reflex missiles rely on Radar Packages and onboard sensors to
  find targets.
  • PMS2 missiles rely on a specially equipped K-Sat to spot targets
  for the missiles.
  •Reflex missiles don’t have a problem hitting fast moving targets,
  including aircraft.
  • PMS2 missiles need a K-Sat to identify the target’s location, so if
  the K-Sat can’t keep up with the target or loses sight of it you’re
  SOL. 
  • Reflex missile racks are mounted to your armor and can fire
  while you move.
  • PMS2 systems must be in a fixed location when they are fired.
  • Reflex systems are difficult to reload in the field since they’re on
  your back.
  • PMS2 systems can be equipped with autoloaders and ammo
  “caddies” to keep them filled.
  • Reflex racks are lightweight
  • PMS2 launchers are heavy, and some require a-grav sleds just so
  you can move them.
  • Reflex missiles vary in accuracy and range from model to model
  • PMS2 missiles all have the same accuracy and range, varying
  only warhead type.
  • Both systems can be set to automatically engage targets that meet
  certain parameters.
  
  53
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  MISSILE TECHNOLOGY - MODERN HAND WEAPONS
  MISSILE TECHNOLOGY - RULES CLARIFICATION
  Direct Fire
  Note that on page 144 of Lock-N-Load: Weapons & Tactics that the
  Direct Fire skill is used for Reflex missiles.  Ordinarily, Reflex Missiles
  must use a radar (pg. 48 LNL:AEC) to lock onto a target before they can
  be fired.  Using radar to fire a Reflex missile does not require a skill
  check.  Simply roll under the radar’s Track number, modified by any
  ECM* and ECCM*, to fire the missile. Without a radar lock the missile
  will not fire. 
  However, if you can see your target, or in other words you have
  Line-of-Sight (LOS) to that target, then you have the option to fire the
  missile at that target without using radar.  This requires that the char-
  acter firing the missile make a successful Direct Fire skill check to
  launch the missile.  This Direct Fire skill check is not affected by enemy
  ECM.  Once the missile is fired and airborne it uses its own attack num-
  ber (see below), not the character’s Direct Fire skill, to determine if it
  hits the target.  The use of a Radar Package is required to fire at targets
  that are not in Line-of-Sight. Reflex Missiles can not be “Direct Fired”
  at targets beyond Line-of-Sight.
  Standard Tracking
  The following rules clarify the notes on page 46 and 47 of Lock-N-Load:
  Armor, Equipment, & Cybernetics. When a missile is headed towards
  a target it initially tracks the target using radar.  On its way to the target
  the missile quickly scans the target using its sensors that analyze the vis-
  ible light spectrum, the IR spectrum, and the UV spectrum to determine
  if the target is easier to track using one of those methods.  If the missile
  determines that one of those methods of target acquisition is more like-
  ly to result in a hit (higher accuracy after modifiers have been applied)
  than the radar currently being used it will switch to the best tracking
  method.  
  The accuracy of the missile does not change depending on
  whether it is tracking the target using radar, IR, UV, or the visual spec-
  trum. However, the modifiers applied to each type of tracking are like-
  ly to be very different. A list of modifiers for each method of target
  acquisition are listed below.  These penalties are in addition to any stan-
  dard modifiers that would apply like modifiers for cover, concealment,
  and size class.  If the target’s signature for the tracking method being
  employed changes dramatically (i.e. new modifiers are applied to tar-
  get while the missile is in flight) the missile will again cycle through the
  various methods of tracking the target to determine the best option.
  * ECM protects only the user from incoming radar guided
  weapons.  It does not protect other friendly forces.  Similarly, your ECM
  does not hinder other friendly forces from obtaining target locks on
  hostile targets – but it would hinder them from getting a target lock on
  you.  ECM penalties do not stack.  If you have an Electronic Warfare
  Computer (75% ECM) and the armor option ECM (45%) you only get
  75% ECM, not 120%!  Lastly ECCM, like ECM, does not stack and it can
  not be combined or shared between different individuals. ECCM that
  exceeds an opponents ECM does NOT increase your chance to hit
  beyond the accuracy of the weapon.   
  MODIFIER
  RADAR BONUS/PENALTY
  -20%/10%/05%
  Varies
  * ECM  
   
   
   
  -Armor Option  
   
   
  -Electronic Warfare Computer   
  -Other ECM ?
  Radar absorbent coating  
   
  Typically up to -75%
  Up to -50%
  -75%
  The following modifiers are applied to the missile’s  
  accuracy or to the Radar Package’s track value.  
  SIGHTING CHECKS - RADAR
  MODIFIER
  IR BONUS/PENALTY
  +30%
  +5%
  +50%
  +25%
  +10%
  IR Spotlight (pg 83, LNL:AE&C) (when turned on)
  +25%
  Weapons Fire (Hot weapons - BM’s discretion)  
   
   
  Bio 1 Armor - No heat signature at all unless other IR source present.
  Special    
  Lightswords
  Bio 2 Armor - No heat signature at all unless other IR source present.
  Flamethrowers & Reflex Missile Launches
  Body Flares  - 15% chance to cause missile to miss entirely.
  Infrared Dampening Skin (if majority is exposed) 
   
   
  Null Suit
  IR Dampener
  Thermal Generator (when turned on)
  Reflection Armor
  -90% 
  -75%
  -30%
  SIGHTING CHECKS - IR
  MODIFIER
  VISUAL BONUS/PENALTY
  -30%/-50%
  +30%
  -30%
  -60%/-80%
  +30%
  -
  Cybernetic Smoke Generator (when active)
  +50%
  Reflection Armor
  Weapons Fire (BM’s Discretion) 
     
  Kinetic Energy Shield (when turned on)
  SearchLight (when turned on)
  Null Suit
  Armor Option Smoke Generator (when active)
  Chameleon Skin (if majority is exposed) 
  SpyMaster
  Camo Unit
  -100%/-140%
  -100%
  -90%
   
  During the day
  +15%
  +5%
   
  At night
  SIGHTING CHECKS - VISUAL
  MODIFIER
  UV BONUS/PENALTY
  +50%
  +5%
  +PDS Field Strength (Max.+100%)
  +30%
  +ENC of Weapon (Max.+40%)
  -
  PDS (when active)
  +40%
  UV Laser Fire
  Xtra Heavy Belt
     
  Weapon with A-Grav (TL4+)
  A-Grav Systems (when active - Select only one)
  UV Scrambler (when active)
  Null Suit
  Painting Laser (for object hit)
  Reflection Armor
  UV Flare (pg. 83, LNL:A,E,&C) (when lit)
  -90%
  -60%
  +Dam
  Heavy Belt
  +75%
  +100%
  Anti-Grav Belt 
  Other A-Grav System
  +ENC of Object (Max.+100%)
  SIGHTING CHECKS - UV
  
  54
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • MODERN HAND WEAPONS
  MODERN HAND WEAPONS
  Custom Light Weapons
  Editors Note: Before reading these next paragraphs please remember
  that when we use the word “light” we’re referring to plasma-based
  melee weaponry, not light-weight melee weaponry. 
  Just about any archaic hand weapon that has a sharp edge can be
  remade as a “light” weapon.  Just as a light sword is a plasma-based
  version of a long sword, you can have plasma-based hand-weaponry
  custom made to look and handle like other edged weapons. The possi-
  bilities are nearly limitless.  Light daggers, light spears, even light talons
  (armor option) can be created by using a magnetically bottled plasma
  surge to replace the blade of these weapons.  
  There are lot of advantages to light weapons.  Let’s compare the
  standard light sword with the long sword it’s modeled off of.  Both
  weapons have identical accuracy and parrying ability, because the light
  sword was designed to mimic the handling characteristics of the long
  sword.  Even the encumbrance of the weapons is identical, but that’s
  where the similarities end.  The light sword is more durable than the
  long sword, it does more damage, it’s better at tearing through armor,
  and you can bring it to bear on your opponent faster than a traditional
  long sword (Light Sword has higher ROF).  Oh yeah, and there’s that
  whole cut off a limb clause if you do enough damage to your opponent. 
  There are down sides to the light sword compared with the long
  sword.  The first drawback is you can only use your light sword for an
  hour before it’s out of power and you have to sit around while it charges
  for 20 minutes.  The other drawback is cost. The light sword costs 100
  times the amount of a standard long sword, but obviously you get what
  you pay for. Below you will find an outline that walks you through cre-
  ating your own light weaponry. Enjoy!  
  Balance Rating: 4
  Steps to create a custom “light weapon”
  Step 1) Choose an archaic hand weapon that’s got a sharp edge.
  Step 2) Base percentage to strike a target for each range bracket
  remains unchanged. Parry (P) also remains unchanged
  Step 3) The new weapons System Shock (SS) is increased by 35 points
  to a maximum of 100.
  Step 4) The weapon is given a Malfunction number (MN) equal to its
  new SS value.
  Step 5) ROF is increased by one level. 
  1/6 becomes 1/4.  
  1/4 becomes 1/3. 
  1/3 becomes 1/2. 
  1/2 becomes 1.
  1 becomes 2.
  2 becomes 3.
  Step 6) Light weapons have no Quantity value (Q = “-”).  The have a
  run time of one hour. 
  Step 7) Damage dice (or die) are reduced by 1 die size, unless d4s are
  already being used, and one an additional die is added.
  d20s become d12s
  d12s become d10s
  d10s become d8s
  d8s become d6s
  d6s become d4s
  d4s stay d4s
  For example, an archaic hand weapon that did 2-12 points (2d6) of damage
  would do 3d4 as a light weapon.  The 2d6 become 2d4 and an additional d4 is
  added.  A weapon that did 3-12 damage (3d4) would do 4-16 (4d4) points of
  damage as a light weapon.
  Step 8) The Integrity Reduction (IR) of the weapon is tripled! 
  Step 9) The ENC remains unchanged.
  Step 10) The cost of the original weapon is multiplied by 100. BMs
  may feel free to add a healthy premium for this custom work an addi-
  tional 100% cost increase.
  Step 11) All light weapons have the following feature. “If the weapon
  inflicts 1/2 of the target’s Body Points to the same section during a com-
  bat segment , it cuts off the appendage or body part being attacked.”
  Hand Charge: A hand charge is basically an explosive version of a joy
  buzzer, with a small shaped charge instead of the buzzer.  The device is
  held in your palm by a ring that fits around the user’s index finger or
  tentacle. As a result the device is easily concealable, because it looks
  like a simple decorative ring unless the user’s open palm can be viewed,
  revealing the device.  Slapping your opponent with palm of the hand
  containing the device activates the weapon.  On impact the hand charge
  detonates doing 1d3 points of damage.  A cushioned, metal plate on the
  back of device protects the user from the blast, but activating the device
  still stings like the devil if you’re not wearing an armored glove.  Fear
  not, your target will be far worse off than your stinging hand. The hand
  charge is designed to be used against unarmored or lightly armored
  opponents.  An Orion favorite… naturally. 
  Balance Rating: 1
  Icicle: The icicle is an ultra-modern staff weapon that is a little shorter
  than 2 meters in length. Highly sophisticated cooling units draw heat
  out of the ends of the staff, cooling the end caps to nearly 2 degrees
  Kelvin.  In fact the staff uses some of the absorbed ambient heat energy
  to help run the onboard power systems. 
  When the staff ends impact a material object the effects are the
  same as being hit by a frost weapon. The staff does 2d8 points of dam-
  age to any target struck (1/2 damage to Flux shields) and ignores
  TYPE
   ER
  TL
  AV
  COST
   Varies
  5-6
  U
  -
  4-6
  UC
   -
  6
  R
  5-6
  R
   
  6-7
  R
   -
  6-7
  VR
   5
  4-5
  UC
   3
  5-6
  VR
   400
  5-6
  VR
  Custom Light Weapon
  Hand Charge
  Icicle
  Laser Dagger
  Nanoid Dagger
  Monofilament Whip
  Ptfaang-ulu
  Plasma Jet II
  Prism Dagger
  Water Spear
  x100
  500
  40,500
  1,500
  500
  3,000
  140
  1,500
  1,500
  90
   400
   -
   20
  3-4
  C
  MODERN HAND WEAPONS PG. 6
  
  Threshold. Because of the staff’s unique power conservation systems it
  can be used for several (1d4) days before it needs recharged, which
  costs 50 credits.  Integrity reduction is 1/3 of the weapon’s damage
  Balance Rating: 3 
  Laser Dagger: Yet another Chatilian crystal weapon, this one features
  a one-shot laser in the handle.  The beam travels down the crystal blade
  and into the target. This weapon has all of the same crystal-related
  advantages and disadvantages of the standard crystal dagger.  The stats
  listed are for the beam weapon. See Archaic Hand Weapons listing in
  this book for the stats on using this weapon as a dagger. 
  Balance Rating: 3
  Monofilament Whip: This ultra-thin, ultra-strong monofilament whip
  does 1d4 points of damage to any object struck and reduces Threshold
  by 5 points when determining penetration. The end is weighted to make
  the whip easier to swing.  However the whip is notoriously hard to con-
  trol. Any attack roll of 92 or higher indicates that you’ve struck yourself
  with the whip.  This number is raised by 1 point for every two levels of
  skill you possess in Archaic Hand Weapon (Whip). Balance Rating: 4
  Nanoid dagger: This Mutzachan weapon is a small dagger that con-
  tains a small vial of nanoids (20 points).  The nanoids are kept inert
  until an opponent is stabbed with the dagger, which breaks the vial and
  releases the nanoids into the wound.  Though one would assume that
  destructive nanoids are a natural payload for this dagger, clever
  Mutzachan’s (aren’t they all) will fill the dagger with nanoids designed
  to repair the skin of the victim.  This way they can stab their opponent,
  damaging his internals, but the nanoids almost instantly repair the
  punctured skin making it look as though no attack occurred.  Perfect
  for your subtle assassinations.  If no one sees you stab the poor S.O.B.
  he’ll just fall over in the crowd. Not a mark on him.  Discard the dag-
  ger where it won’t be found and you’re off scott free!
  Balance Rating: 1
  Ptfaang-ulu: This weapon is a variation on the standard Phentari
  spear.  The Ptfaang-ulu is built like a normal Ptfaang, with the spear
  head being composed of four pieces that pop open.  However, with the
  Ptfaang-ulu the pop-open spear head is not used to injure an opponent,
  but to conceal a surprise.  When the Phentari presses a button on the
  shaft of the spear the pointy end pops open igniting an ultra-bright mag-
  nesium flare concealed inside. The flare causes blindness for 1d4
  rounds, and reduces the targets Visual Modifier by 2d10 points for 1d4
  minutes after vison is restored. The target is entitled to a Radiation SMR
  with penalty equal to the “damage” rolled for the flash (2d10) to avoid
  the effects.  A roll of Double-Zodd (00) indicates the damage to the vic-
  tim’s Visual Modifier is permanent.  Once the target has been blinded
  the Phentari can close the end of the spear and begin stabbing away at
  his helpless target. 
  Balance Rating: 3
  Plasma-Jet II: Commonly referred to as the Kizanti dueling sword, this
  weapon works on the same principle as a Plasma Jet, but it is much
  larger.  The Plasma Jet II resembles a hollow short sword.  The sword
  can be used to cut, but it is primarily designed for stabbing. Once an
  opponent is impaled on the Plasma Jet II a button on the handle is
  pressed that shoots plasma out through a large hole in the pointy end
  of the sword. The plasma is under pressure and quickly fills the wound
  area, which is usually the victim’s chest cavity.   The damage from this
  weapon is often catastrophic, charring and incinerating the target’s
  internal organs almost instantly. The plasma does 4d6 points of dam-
  age, and can actually be sprayed at a target (75% accuracy, Range 3m),
  rather than injected into them.  Like the plasma jet, if the initial sword
  hit gets through Threshold and Absorption of the target’s armor and
  reduces the victim’s body points, then the plasma shot ignores the THR
  and ABS of any armor worn.  Plasma reload canisters cost 40 credits a
  piece and it takes a full action to remove the old canister from the han-
  dle of the weapon and insert a new one. 
  Balance Rating: 3
  Prism Dagger: Identical to the standard laser dagger, except the tip of
  this model is a prism, which splits the beam into multiple beams in a
  cone-like pattern away from the user.  Target’s are struck by 1d6 beams,
  each doing 1d4 points of damage.  Targets that have been stabbed with
  the dagger are hit by all six laser beams if the laser weapon is activat-
  ed.  The advantage to this dagger over the standard laser dagger, is that
  this model is more likely to do a critical hit when it’s stuck in someone
  and then activated.  However. this weapon is not really meant to be used
  at a distance.  The beam splitter sends the laser beams in a diverging
  pattern, which makes it difficult to get all of the beams on the target the
  farther away it is from the shooter.  For every 2 meters away from the
  user subtract one from the number of beams that hit after a successful
  ranged attack, to a minimum of 1 beam. This weapon has all of the
  same crystal-related advantages and disadvantages of the standard crys-
  tal dagger.  The stats listed are for the beam weapon. See Archaic Hand
  Weapons listing in this book for the stats on using this weapon as a dagger. 
  Balance Rating: 3
  Water Spear: The water spear is a large self-propelled spear used by
  Python Lizards when hunting large prey underwater.  The shaft of the
  spear contains a large compressed air canister that propels it through
  the water or air towards an opponent.  The range of the spear is
  reduced to the first range bracket when used underwater.  An optional
  tether can be attached to the spear in essence making it a self-propelled
  harpoon.  Pythons adept at using the weapon have learned to tug the
  tether to “steer” the spear in flight.  When the tether is attached the
  accuracy of the weapon increases by 1 point in all range brackets per
  level of skill the user possesses. The tether has an INT of 3 and a THR
  of 2. Air canisters cost 5 credits and take one Full Action to replace.
  Balance Rating: 1
  55
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  MODERN HAND WEAPONS - NEURO CANNONS
  
  56
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • PARASITES
  NEURO CANNONS
  Ceiling Stunners: A standard fixture on most worlds with a tech level
  above 4, and the bane of Orion Rogues everywhere, the Ceiling Stunner
  is a way for “The Man” to keep the peace.  Most secure buildings
  including government offices, corporate headquarters, public assembly
  areas, stadiums, and even light poles in parks are equipped with these
  stunners.   Anywhere the police or the property owner wants the capa-
  bility to stop a crime or keep the peace using non-lethal force you’ll
  find a Ceiling Stunner.  The weapon utilizes one of the few legal appli-
  cations of the waveform technology found in most Neuro Cannons to
  safely debilitate a target.   When ceiling stunners were first installed in
  public areas, there was understandably a huge outcry by privacy and
  civil rights activists.  Now that time has shown the weapons to be safe
  and effective, the public has come to rely on them for their safety. 
  Most Ceiling Stunners are attached to an AI-controlled sensor sys-
  tem that automatically engages targets that fit certain “hostile” profiles,
  like brandishing or firing a weapon, fighting with another individual, or
  destroying public property.  Basically any individual that is breaking the
  law or disturbing the peace in a potentially violent or destructive way is
  likely to be zapped. These systems are typically about 80% accurate. 
  Any target hit by a ceiling stunner must make a Biological SMR or
  be paralyzed for 1d4/2 minutes.  Repeated blasts from Ceiling Stunners
  have no ill effects on the target. The AI systems are programmed not to
  attack targets under a certain age (varies with race), nor will they attack
  targets where rendering them paralyzed would put them in harms way.
  If a fight breaks out stunners are programmed to attack all of the com-
  batants to prevent one combatant from taking advantage of another’s
  paralyzed state. Ceiling stunners have a range of 20 meters. 
  Balance Rating: 1
  PARASITES
  Parasites can be devastating in the hands of a competent assault team,
  but they typically require a coordinated team attack to be used to their
  full potential. These anti-weapon systems are designed to deprive the
  enemy of firepower by firing an energy-draining disk that adheres to the
  target.  Parasite disks utilize a combination of Flux magnets and elec-
  tromagnets so they can stick to whatever they hit, including metal
  armor, weapons, and even Flux shields!   Once attached the parasite
  disk begins to generate a damping field designed to drain energy
  sources of their power.  Depending on the type of disk being used the
  energy is either expelled, usually as heat, or is stored in the disk’s inter-
  nal batteries for later use.  
  There are three unique qualities that dictate the capabilities of a
  parasite disk. The first statistic is Duration (DUR), which denotes the
  length of time they can adhere to the object struck. It is important to
  note that some parasite disks have the capability to use the power they
  drain to feed their magnets, allowing them to increase their duration as
  long as they receive sufficient power.  If this is the case it will be noted
  in the disks description.  The next statistic is the disk’s Drain
  Coefficient (DC) that indicates the amount of energy that the disk can
  drain per second.  Finally each parasite disk has a STR rating.  If
  someone attempts to remove a parasite disk from their Flux, armor, or
  weapon they are required to make a Strength check with the parasite’s
  STR rating as a penalty.  A parasite stuck to a Flux can be removed by
  deactivating the Flux (see below).
  If a parasite hits a target it attaches itself and begins draining
  power out of the target’s weapon systems.  However, a parasite disk can
  only drain weapons that are in physical contact with the target, even
  through a Flux shield. So if you get nailed in the chest with a parasite
  disk you can always drop your weapon to keep it from being drained.
  Once attached to a target, the parasite’s drain coefficient is rolled every
  second  for as long as the parasite disk remains attached to the target.
  The amount rolled is subtracted from the Quantity (Q) of every weapon
  carried by the target. Lasers require less overall energy than most other
  energy-based weapons and therefore lose 3 times as many shots as
  other weapons because there is less energy is in their power packs to
  begin with.  
  Disks can remain attached to a target for a number of seconds
  equal to the Duration of the weapon, unless the disk is removed or
  destroyed.  After the disk has remained attached for a number of sec-
  onds equal to its Duration it will release from the target and fall to the
  ground.  Targets that have a parasite attached to their Flux shield can
  remove it automatically without a Strength check by deactivating their
  Flux shield, which causes the parasite to drop to the ground. However,
  the parasite disk remains active.  During the next combat segment the
  parasite will begin scanning for an active Flux shield.  If a Flux shield
  isn’t detected within 2 meters of the disk its electromagnet will activate
  and it will attach to the closest metal object up to 2 meters away.
  Parasite disks can be remotely deactivated at any time by punching in a
  code on the weapon that fired the disk, as long as the disk is within the
  firing range (last range bracket) of the weapon.
  An interesting side effect of a parasite strike is that it also drains
  all other external equipment in physical contact with the target.
  Because most equipment requires much less power than modern
  weapon systems, equipment other than weapons will be completely
  drained after the first second.  So if you plan on using that bio-scanner
  later you better have a Mrs. Fusion handy to recharge it!  Equipment
  and devices that are located inside the target’s armor are unaffected.  In
  addition, though a parasite can stick to a Flux shield, the Flux is not
  adversely affected in any way by the parasite. 
  Parasite disks follow industry standard specifications for size,
  weight, and shape so that they can be fired from any parasite disk
  launcher. Soldiers need only select a launcher and load it with disks
  that meet their requirements.  Parasite launchers require the Direct Fire
  skill to use. The capabilities, Threshold, and Integrity of the parasite
  disks varies from model to model, but because of their uniform size all
  parasite disks have a -60 penalty to hit if you want to shoot one off your armor.
  TYPE
   ER
  TL
  AV
  COST
   290
  6-7
  UC
   550
  6-7
  R
   150
  6-7
  C
   50
  6-7
  P
   400
  6-7
  VR
  Disk Flinger
  Shooter 1
  Shooter 2
  Able Shot-put
  Balshrom Thrower
  15,000
  10,000
  55,000
  25,000
  50,000
  PARASITE LAUNCHERS PG. 6
  TYPE
   ER
  TL
  AV
  COST
  Ceiling Stunner
   20
  4-5
  P
  25,000
  NEURO CANNONS PG. 6
  
  57
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  POISONS - RAD CANNONS
  Optional energy consumption rules have been provided in the
  back of Lock-N-Load: Weapons & Tactics that provide more details on
  the amount of power in a weapon’s energy pack.  Parasites become a
  truly effective weapon system when used in combination with these
  optional rules.  Adventurous BMs and players may want to try using
  these optional energy consumption rules in conjunction with parasites. 
  Balance Rating: 5
  Parasite Launchers:
  Able Shot-put: The range, accuracy, and a fast rate of fire make this
  the best weapon of its class for the price. This weapon uses a large
  drum-magazine. 
  Balshrom Thrower: The price is high, but the value is unquestion-
  able, and the results will keep you coming back for the upgrade.
  Superb as usual - Balshrom is truly a company without an equal.  The
  parasites are stored in a magazine.
  Disk Flinger: A short to medium range launcher.  Three shot device
  with a burst fire option that fires a single spread of all three disks (roll
  to hit for each disk separately).  Rounds have to be loaded into the
  weapon one at a time, requiring a full action to completely load. This is
  a good choice if you plan on doing a New York reload; shoot one gun
  until its empty, drop it, and grab a new gun. 
  Shooter 1: A no frills short-range parasite launcher. The disks are
  stacked horizontally in a 6-shot magazine.
  Shooter 2: Currently the longest range disk thrower on the market.
  The rate of fire isn’t as fast as the Balshrom Thrower, but there’s noth-
  ing out there than can chuck a disk farther.  Magazine fed. 
  POISONS - ADDITIONAL RULES
  Insinuative poisons will not work if ingested by the target: these poisons
  are not designed to be ingested and will be destroyed by the victim’s
  digestive system.  Ingestive poisons likewise are not designed to be
  delivered on a knife blade or dart point. If, however, one has the oppor-
  tunity, a full syringe of most ingestive poisons injected directly into the
  bloodstream would be enough to induce the full effect of the poison.
  (Such opportunities are rare, however.)
  Balance Rating: 1 
  RAD CANNONS
  Life in the jungle is hard, especially for a Battlelord. Weapons design-
  ers like to make it harder, and have found an especially devious way
  about doing so. Initially developed by the Mutzachans as a ’feel good’
  toy, they found it doesn’t feel that great on anyone else other than them-
  selves. 
  Rad Cannons fire unstable sub-atomic particle combinations
  (quark/anti-quark pairs for those scientifically curious) at the target.
  Since the system utilizes combining streams of sub-atomic particles,
  most solid matter tends to be an annoyance, rather than a barrier.  In
  other words, it can shoot through intervening solid objects.  Pretty
  handy when those pesky bunkers, trees, rocks, armor, absorption poly-
  mers, or whatever is gets between you and your soon-to-be dead target.
  Unfortunately, shooting through matter isn’t necessarily easy, and
  therefore, tends to require additional help (in the off chance you can’t
  do the three layer Euclidian geometry and integral Calculus in your
  head). Cheaper units require external targeting systems such as a K-Sat
  or a Cam FlyBot that allows the shooter to see a target that is behind an
  obstruction, and provide its exact location to the targeting system.
  Higher end models offer more sophisticated sensor packages, which
  can utilize a myriad of techniques to see through intervening material
  objects.  Needless to say, this is a weapon of choice for many assassins,
  who tend to have the time to gather the necessary intel before baking
  their target from a distance.
  Damage
  Absorption and Threshold are ignored, and these weapons do no
  integrity damage.  Damage is subtracted directly from body points.  The
  sub-atomic particle stream can however, be stopped on a point-by-
  point basis by Flux technology (which for some reason cause the parti-
  cles to decay within the shield rather than beyond it).  In addition, Rad
  Liners are 100% effective in protecting the user from the direct effects,
  but will eventually become radioactive due to the constant influx of
  gamma radiation from taking repeated hits (just like Chernobyl!!).
  “Pulse weapons are the
  single greatest weapon system
  in existence! Nothing can stop
  pulse weapons. Nothing at all.”
  PULSIE ON PULSE WEAPONS
  TYPE
   ER
  TL
  AV
  COST
   350
  7+
  R
   135
  7+
  UC
  120
  5-6
  UC
   280
  6-7
  VR
  Death Slinger
  EM Engager
  EM Blaster
  Rad Pulse “Standard”
  250,000
  250,000
  200,000
  350,000
   275
  6-7
  R
  Quark Cannon
  300,000
   295
  6-7
  U
  Rad Pulse “Turbo”
  400,000
  RAD CANNONS PG. 6
  
  Mutzachans and Gemini are naturally immune to radiation, but
  even the high levels of radiation emitted by this weapon can eventually
  prove lethal (much to the chagrin of the Mutzachan product develop-
  ers, who initially attempted to sell it as a intimacy enhancement
  device...whoops!). These races are entitled to a Radiation SMR when hit
  by this weapon. Success indicates that take no damage from that hit,
  failure indicates they take 50% damage (rounded down). An SMR
  check is required for each hit from a Rad Cannon.
  Damage is reduced by one point for every 5 meters of low-densi-
  ty material (wood, plastic, dirt, aluminum, Mylar, igneous rock, sand-
  stone, glass, etc.) or 3 meters of high-density material (such as con-
  crete, brick, granite, marble, lead, steel, ceramics, etc.) the beam pass-
  es through. As always the BM will make the final determination of just
  how much crap you’re trying to shoot through. 
  Targeting
  There is no ’kick’ associated with firing the weapon, even on fully auto-
  matic. Targets that are completely obscured (100% cover) can only be
  attacked by using a thru-matter” targeting system or by using Cam
  FlyBot or K-Sat to “spot” the target (see below).   
  Best-Guess Shot: Characters that have a good idea of where their
  target is hiding can make a “best-guess” shot.  These blind shots have
  a -100 to hit plus an additional penalty based on the size of the cover,
  using the table below. (BM’s discretion).  Best-guess shots require that
  the character know generally where the target is. For example, if the
  target ran behind a dumpster and didn’t come out from behind the
  dumpster, you’re pretty sure they’re still behind that dumpster.
  However, if a target runs into a building you can’t make a best-guess
  shot because the target could be anywhere in the structure.  There are
  simply too many places for the target to hide for your character to have
  a general idea of his exact location.  Making best-guess shots against
  targets hiding behind cover larger than Size Class B is typically prohib-
  ited. (BM’s discretion).  That’s where thru-matter targeting system
  comes in handy. 
  Thru-matter targeting system: When attacking a target with
  thru-matter targeting system the character must make a successful
  Sighting check to spot the target while looking through the scope.   A
  -40 penalty is applied to the Sighting checks because the scope restricts
  the shooter’s field of view and they must scan the area in small sections.
  While using the thru-matter scope the character (obviously) ignores
  any penalties for concealment and cover.  The thru-matter sensor sys-
  tems in Rad Cannons are assumed to have an adjustable zoom up to
  20x.  Attacking a target in this fashion requires the shooter to aim using
  the scope rules presented on page 190 in main Battlelords rulebook.  
  K-sat spotter: A Cam Flybot or a K-Sat can be equipped with a
  Target Locator (See K-Sat Options in this PDF) so they can identify tar-
  gets and radio their exact position back to the shooter - assuming the
  Bot or K-Sat can actually visually see the shooter.  Cam Flybots includ-
  ed with a Rad Cannon are already assumed to have a Target Locator.
  Because the beam of radiation emitted by the Rad Cannon is invisible
  even under IR and UV scrutiny, you can’t use a forward observer to help
  you aim.
  Radiation Effects
  Just because your Rad liner stopped you from becoming a charred
  mass of particular matter, doesn’t mean you can just continue on as if
  nothing happened (which considering how silent and invisible these
  weapons are, tends to be the case). The intense Gamma radiation emit-
  ted from these Rad Cannons causes the Rad Liners to become ’irradiated’. 
  Each day the wearer continues to use an armored suit with an irra-
  diated liner, the wearer must make a Radiation SMR. The target’s
  Radiation SMR is reduced by 10 points for each day after the first, for
  as long as they continue to use the irradiated liners. Failure indicates
  they now have radiation poisoning (See Radiation Poisoning sidebar).
  Scrubbing or decontaminating the armor does not remove the radia-
  tion. The Rad Liner must be replaced to eliminate the radiation. 
  As I’m sure you can guess, because of the tendency of the weapons
  to irradiate anything and everything in their line of fire they’re highly
  illegal. These weapons still see use on Mutzachan worlds, where they’re
  expecting “radiation susceptible foreigners” and worlds on the rim of
  Alliance space where the lack of any population density makes them
  more tolerable. 
  Cost Effectiveness: Only slightly less illegal than Grav Shears, they can fire
  much faster, but tend to do less damage on a per-shot basis.  In addition, they
  are much lighter, and work in just about any environment (including artificial
  gravity). The downside to the high rate of fire is that you drain the power
  from the batteries that much faster.  Let’s not mention the Mutzachan and
  Gemini species immunity either.  Needless to say, although its total damage
  output and per-shot damage isn’t as high as other weapons, the fact that it can
  shoot through solid matter, ignores armor, and is invariably stealthy tends to
  make up for it’s short comings.
  Death Slinger: An assassin’s weapon of choice these days, this rifle-
  configuration Rad cannon has an integrated “thru-matter” sensor pack-
  age for use with short-range targets (200 meters or less), and can also
  be equipped with an optional longer-range sensor package (out to 350
  meters) for another 500,000cr.
  Balance Rating: 5
  EM Blaster: Another Tri-Corp weapon, this submachine gun styled Rad
  Cannon has a tremendous rate of fire, which more than makes up for
  its slow radiation output.  It’s designed for close combat where you’re
  engaged with a target that is behind cover.  Simply point the weapon
  where you think the target is and unload!  The EM Blaster does not
  include a “thru-matter” sensor system, but it can be linked up to a Cam
  Flybot (not included) or K-Sat with a Target Locator (also not includ-
  ed).   Balance Rating: 5
  EM Engager: Another SMG-like Rad Cannon the Tri-Corp EM Engager
  comes complete with a stealth Cam Flybot, which is equipped with a
  camo unit (-40 to sighting checks) to make it harder to spot. The
  Engager can also be linked up to a K-sat with a Target Locator. The
  weapon does not include a “thru-matter” sensor system.
  Balance Rating: 5
  58
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • RAD CANNONS
  ACTUAL SC
  PENALTY (BLIND SHOT) 
  EQUIVALENT SC
  A 
   
   
  -40 
   
  10 (Car)
  B 
   
   
  -80 
   
  25 (Moving Van)
  C 
   
   
  -120 
   
  100 (Building)
  COMBAT MODIFIERS: BLIND SHOT
  
  59
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  RAD CANNONS
  Quark Cannon: The Quark Cannon is a highly accurate, rifle-sized,
  Rad Cannon. The weapon has exceptional range for a Rad Cannon as
  well as a respectable rate of fire. The weapon can be equipped with an
  optional, state of the art, “thru-matter” sensor system that increases the
  price tag by 300,000 credits. Unfortunately the weapon’s range far
  exceeds the range of the sensor system, which is limited to about 200
  meters. The sensor system’s range is halved when used through low-
  density materials and quartered for high-density materials. 
  Balance Rating: 5
  Rad Pulse Standard: A smaller version of the Rad Pulse Turbo that
  includes a Cam Flybot.  Get a 10% discount on any K-Sat when you pur-
  chase one at the same time as this weapon!  Offer not valid on Earth.  
  While supplies last.  Balance Rating: 5
  Rad Pulse Turbo: This immense Rad Cannon spits out a flesh melting
  blast of radiation that’ll flash fry a Ram Python. The weapon can be
  linked to a Cam Flybot (included), K-Sat with Target Locator (not
  included), or equipped with an optional “thru-matter” sensor system
  for another 500,000 credits. 
  Balance Rating: 5
  RADIATION POISONING
  If a character succumbs to the effects of radiation exposure
  and develops radiation poisoning they will lose two points of
  Constitution and one point of Strength per day.  Treating radiation
  poisoning requires a Medical (Radiation) skill check with a level
  4 difficulty. The difficulty of the check increases by 1 level for every
  two days that the radiation poisoning has gone untreated.  
  Alternatively, a player may chose to make an attempt to treat
  the radiation poisoning using Rad Serum, which requires the play-
  er to make a Radiation SMR check with a +50 bonus (See
  LNL:AEC).  If successful the serum will halt further effects of the
  radiation poisoning, however, previous damage remains until full
  treatment can commence.
  Fredd the Python has radiation poisoning.  At the end of the first day,
  he loses two points of Constitution, and one point of Strength.  Fredd
  decides that this is okay and continues without treatment.  On the end of
  the 2nd day, Fredd loses another two points of Constitution, and one point
  of Strength.  This is starting to take its toll, and Fredd decides to use a Rad
  Serum his buddy gives him.  He rolls his SMR check with the additional 50%
  the serum gives him and succeeds.  This halts any further effects, however
  Fredd has still lost 4 Points of Constitution, and 2 Points of Strength, and
  the serum does not return these stats to the original pre-radiated values.
  As a result, Fredd decides to see his local Zen for further treatment.  Smart
  move Fredd!
  Note 1: If the characters are unaware that they have been exposed
  to radiation, a Diagnose Disease skill check (level 5 difficulty) may
  be required to determine that the victim has radiation poisoning.  
  Note 2: Characters with the Paramedic skill can also attempt to
  treat a victim of radiation poisoning, but the difficulty levels are
  doubled.  You’re much better off using the Radiation treatment
  skill than the Paramedic skill. 
  TACTICS TO PRACTICE
  Target Designators vs. Target Locators: Target Locators are
  different that the Target Designator (TD) rounds and it’s important
  to know the differences. First we’ll cover some physical and func-
  tional differences between the two devices. 
  • Target Designators or “TD rounds” are a type of ammu-
  nition used with Gauss weapons and Mag Guns.  
  • Target Locators are devices installed in K-Sats.  
  • Shells used with Target Designators have steering mech-
  anisms bolted onto them allowing the munition to home
  in on the Target Designators.  
  • Target Locators use standard, off-the-shelf munitions
  and are dependent on the gunner’s skill to hit.  No mod-
  ification is made to the shell.
  •  Target Locators are too big to be used in Mag Gun or
  Gauss munitions because of the long-range transmitters
  they need to send the enemy’s coordinates back to the
  gunner’s targeting computer.  
  • Target Locators require an “external” reference point to
  compute the target’s exact location, which prevents
  them from functioning accurately if they’re stuck to the
  actual target.  This also prevents Target Locators from
  being used as a Mag Gun or Gauss round. 
  Now that we’re finished with the science lesson the important
  thing to remember are the practical differences between the two
  systems.  Target Designators (TDs) are designed primarily to pro-
  tect friendly personnel from being hit by an area effect weapon.
  Area-effect munitions that target an enemy too close to a friendly
  trooper will not detonate and the round may have a chance to find
  another enemy target that won’t endanger friendly personnel
  before it runs out of momentum.   Use Target Designators when
  you have friendly troops interspersed with enemy troops and you
  still want to use your artillery to its maximum effectiveness. 
  In contrast, Target Locators are designed signal the location
  enemy personnel and assets (buildings & vehicles) for weapon
  systems that are usually beyond that enemy’s line-of-sight.  These
  systems give you a target to shoot at that would otherwise have
  been beyond your capability to spot.  They do not offer any protec-
  tive measures for friendly troops that happen to be in the blast
  area.   
  Use Target Locators to find hostile personnel and equipment
  in enemy-controlled territory so you can blast them with your
  artillery from a safe distance.   You should also use Target Locators
  in urban environments to seek out victims for your snipers
  equipped with Rad Cannons and Atomic Displacers. 
  
  SMART GUNS
  Smart Guns employ highly sophisticated micro-missiles, which are pro-
  grammed to attack only enemy combatants and avoid friendly targets.
  The advantages of being able to spray fire into a crowd of people and
  hit only your intended targets is obvious.  Despite their “smart” capa-
  bilities there are a number of disadvantages to Smart Guns.  Smart Gun
  ammunition is relatively large and the number of shots in a magazine is
  limited compared to more conventional projectile weapons.  Granted,
  this isn’t much of a disadvantage if every round you fire hits your intend-
  ed target without you having to aim.  A more serious drawback is that
  highly complex ammunition used by smart guns is expensive.   Again,
  this isn’t too detrimental since the weapons are highly accurate, but if
  you want to take advantage of that “I spray shots on full-auto into a
  crowd and only hit the bad guys” feature it’s going to get expensive fast.
  The primary drawback of Smart Guns is that there isn’t much room in
  the ammunition for explosive payload after cramming in propulsion
  systems, steering systems, sensors, and target analyzers.   Compared to
  their conventional counter-parts Smart Guns don’t pack much of a
  punch and the availability of specialize payloads is limited due to space
  constraints in the ammunition.   
  A Smart Gun basically has two modes of operation.  The first mode
  is referred to as “friendly mode.”  When in friendly mode the weapon’s
  ammunition will avoid anyone wearing the appropriate friendly trans-
  mitter.  These transmitters, which work identically to military IFF sys-
  tems, send out a signal that identifies the wearer as friendly to the
  weapon.   Each transmitter has a unique signal that is recorded by the
  weapon before use. Typically the transmitter device must be in physical
  contact with a weapon in order to add it to the weapon’s list of friend-
  ly transmitters.   Only transmitters that have been programmed into the
  weapon before firing will be considered friendly targets. This prevents
  enemy personnel from purchasing transmitters of their own in order to
  avoid Smart Gun fire.   Transmitters are available in many shapes and
  sizes and are commonly disguised as other items, like police badges or
  belt-buckles, in order to prevent their theft should a user be incapaci-
  tated.  If a friendly target is hit by a Smart Gun munition the round will
  not detonate, though some earlier munitions may still fly through the
  target like a bullet.  Some munitions will actually self-destruct or fire
  breaking-thrusters if they are about to hit a friendly target to minimize
  damage.
  The second mode of operation for Smart Guns is called “seeker
  mode” and is employed when a specific hostile target or targets has
  been identified.  When in seeker mode the weapon will still attempt to
  avoid targets with friendly transmitters, but its primary goal is to seek
  out a target matching a specific profile.   When in seeker mode Smart
  Guns can be set to ignore friendly transmitters in case a hostile target
  has acquired one.  
  To use a Smart Gun in seeker mode, the user need only point the
  weapon at the target and make a successful attack roll, to record the
  target’s profile.  It’s up to the shooter whether or not he wants to actu-
  ally fire a projectile at the target when recording their profile.  The pro-
  jectile is programmed with all recorded profiles, including the one the
  user just obtained by pulling the trigger, a split-second before firing.  
  Once the weapon has recorded at least one target profile all muni-
  tions fired from that weapon after that point attempt to seek out targets
  matching the recorded profiles for as long as the weapon remains in
  seeker mode. The chance to hit a target with a smart projectile in seek-
  er mode is dependent on the ammunition fired from the Smart Gun, not
  the weapon itself.  However, the shooter’s skill and the weapon’s accu-
  racy are still used when recording target profiles.  
  When fired in seeker mode Smart Gun munitions will actually fly
  around searching for an available target that matches any recorded pro-
  file.  The shooter can set the order they want the round to seek out the
  recorded target profiles (full action), but most shooters opt for the
  default setting.  In the default setting the weapon will seek out the last
  recorded target profile first, and then will attack any other matching
  profiles after that. 
  When creating a profile the weapon records a number of character-
  istics, only a few of which are known to anyone outside of the manufac-
  turer’s engineering team.  The specific information the weapon records
  about a target and the process it uses to match a target to a recorded
  profile is a closely guarded trade secret of Warmonger Industries.  The
  munitions’ are very sophisticated and highly accurate in their assess-
  ment of a potential target.  Even changing clothes or wearing a disguise
  appears to have little chance of fooling the Smart Gun ammunition.
  Infiltrator armor appears to be one of the few ways to reliably fool a
  Smart Gun.  Multiple profiles can be stored in the weapon and a profile
  can be deleted manually by the user should the need arise.  Some newer
  models will actually relay this profile information to other Smart Guns
  that have an identical list of friendly transmitter signals. 
  Smart Guns are available in both rifle and pistol configurations.
  Most smart weapons have a unique key code that must be entered by
  anyone who wishes to activate the weapon.   The key code is also pro-
  grammed into other devices to identify the weapon as friendly, but the
  weapon and the device must be in physical contact.  Though originally
  designed for law enforcement applications military versions (+1 to
  ENC, +2 to SS, +10% cost) of most Smart Guns are available and new
  models for both professions are being released at rapid pace. Smart
  gun ammunition can not be reused after firing.
  Balance Rating: 4 
  Smart Guns:
  Assault Special: The Assault Special is a Smart Gun rifle that uses
  Type B ammunition. The Assault Special trades accuracy for a higher
  rate of fire and a larger box magazine.  A special feeding mechanism
  was designed for this weapon, which allows it to fire on fully automat-
  ic. The Assault Special has the capability to transmit target profiles to
  all other smart weapons, other than the Mark I, out to 150 meters.
  Close Combat Special (CCS): This SMG-sized weapon is capable of
  firing Type A ammunition on fully automatic.  The CCS has the capabil-
  ity to transmit target profiles to all other smart weapons, other than the
  Mark I, out to 150 meters.
  60
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • SMART GUNS
  TYPE
  ER
  TL
  AV
  COST
  700
  4-6
  UC 
  300
  4-6
  UC
  700
  4-6
  C
  300
  4-6
  C
  300
  4-6
  C
  Assault Special
  Close Combat Special
  Rogue Catcher
  Run-Away Mark I
  Run-Away Mark II
  20,000
  14,500
  12,500
  6,500
  7,200
  SMART GUNS PG. 6
  
  61
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  SMART GUNS - SPECIALIZED WEAPONRY
  Rogue Catcher: The Rogue Catcher was released at the same time as
  the Mark II, and is the rifle version of the Mark II.  The rifle configura-
  tion allowed the Rogue Catcher to use larger ammunition than the Mark
  I and Mark II. The Rogue Catcher has all the same features as the Mark
  II, but can transmit a target profile to other friendly weapons, except the
  Mark I, within 300 meters. The Rogue Catcher uses Type B ammunition.
  Run-Away Mark I: Designed specifically for law enforcement the Run-
  Away Mark I Smart Gun was the first model released by Warmonger
  Industries.  The weapon won praise for its ease-of-use and effectiveness
  from law enforcement personnel despite many industry analysts that
  claimed a “smart weapon” would become an unreliable crutch for
  police forces.  The Mark I is a very large, but relatively light-weight pis-
  tol.  The standard magazine holds 4 rounds, but 6 and 8 round mags
  are available.  The sensor system in this weapon is a modular unit that
  is easily replaced if damaged.  The electronics inside the unit are
  designed to self-destruct if the unit is tampered with.  The Run-Away
  Mark I is not capable of receiving target profiles from other sources
  and only recognizes profiles recorded by the weapon’s built-in target
  scanner.   In addition, the Mark I does not feature the ability to lock the
  weapon using a key code.
  The Run-Away Mark I only uses Type A
  ammunition. 
  Run-Away Mark II: Capitalizing on the popularity of the Mark I
  model, Warmonger Industries quickly set their designers on the task of
  improving upon the Mark I.  The Mark II is the result of two years of
  extensive improvements and design testing.  The Mark II introduced
  several new changes to smart weapons technologies that would become
  standard on all future models. The Mark II has the ability to wirelessly
  transfer target profiles to other friendly Mark II’s within 80 meters.   In
  addition, the Mark II can not be fired before the user inputs the key
  code that unlocks the weapon.  Once unlocked the weapon can be fired
  by anyone until its current user relocks the weapon, or it is dropped.
  Holstering the weapon does not lock it.   The Mark II is also lighter and
  slightly smaller than the Mark I.  The Mark II uses Type A ammunition. 
  Smart Gun Accessories:
  Identifier System: Also known as an IS system, this lunch box-sized
  device is used to scan an area for individuals that match a known tar-
  get profile.  Individuals that match a profile are highlighted in red on
  the device’s viewing screen.  Police often use identifier systems to look
  for known targets in a crowd.  Use of an Identifier System to pick out a
  target in a crowded room tends to panic the public a lot less than wav-
  ing your gun around.   
  The IS System can receive target profiles from all friendly smart
  guns that are capable of broadcasting target profiles to other devices.
  The IS system must be within range of the broadcasting device in order
  to receive its target profiles.   Like the targeting wand, friendly smart
  guns must be identified to the IS System before it is used and requires
  the friendly weapon and the IS system to be in physical contact while the
  weapon’s key code is entered on the IS System keypad.  
  Since Warmonger Industries has refused to release the means by
  which the smart technology identifies targets the IS system is only sup-
  posed to be used to help the police locate potential suspects and is not
  considered a legal means of positive identification. 
  Balance Rating: 1 
  Security Rack: The security rack stores Smart Weapons when not in
  use.  Weapons in the rack are locked in place and can not be forceful-
  ly removed without destroying them.  The activation code must be typed
  into the rack’s keypad in order to release the weapon with the match-
  ing code.   In addition, the rack allows the controller with the proper
  authorization codes to program all the devices in the rack with friend-
  ly weapon codes and target profiles simultaneously.  As long as the
  smart devices are in the rack together they do not need to be in physi-
  cal contact in order to be programmed. 
  The security rack is available in two sizes, the barracks model and
  the armory model.   The barracks model holds up to 12 rifles and 8 pis-
  tols.  The armory model holds 4 rifles and 6 pistols. Both racks are fully
  enclosed. The armory model has a Threshold of 8 and an Integrity of
  15. The barracks model has a Threshold of 15 and an Integrity of 45. 
  Balance Rating: 1 
  Targeting Wand: The flashlight-sized device can be used to identify
  targets for Smart Guns.  The profile of the target the device records is
  sent via an encrypted wireless transmission to all the “friendly” smart
  guns within its range.  The list of weapons the wand considers friendly
  must be programmed into this unit before use.  Programming the
  friendly weapons list into the wand is a simple procedure, but requires
  the wand and friendly weapon to be in physical contact while the
  weapon’s key code is entered on the wand’s keypad. The wand has a
  broadcast range of 150 meters.   
  Balance Rating: 4 
  SPECIALIZED WEAPONRY
  Sonar Scrambler: When aimed at Mazian this weapon records the fre-
  quency of the Mazian’s sonar and then generates a counter-wave, which
  effectively renders the Mazian’s sonar useless.  The blob is entitled to a
  Sonic SMR to avoid the effects of the attack.  The effect lasts for as long
  as the weapon is pointed at the Mazian, but the user must make a suc-
  cessful attack with the weapon once per second in order to continue the
  effect.
  Balance Rating: 4 
  TYPE
  TL
  AV
  COST
  Identifier System
  4-6
  UC
  3,500
  Security Rack (Armory)
  4-6
  UC
  15,000
  Security Rack (Baracks)
  4-6
  UC
  30,000
  Targeting Wand
  4-6
  C
  1,500
  SMART GUN ACCESSORIES PG. 7
  TYPE
   ER
  TL
  AV
  COST
   20
  4-5
  VR
  Sonic Scrambler
  10,000
  SPECIALIZED WEAPONRY PG. 7
  
  62
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  4 • TACTICS TO PRACTICE - WEB GENERATORS
  THERMATICS
  BC-Godsfire: The Godsfire is the latest release from the Balshrom
  thermatics lab.  The weapon’s thermal output is incredible as is its
  range and accuracy.  The Godsfire is heavy and has a limited number of
  shots, but a single shot is likely to cook through anybody not wearing
  mechanized battle armor – you just have to survive 4 seconds to watch
  the roast.  
  Balance Rating: 3
  BC-Hades: Balshrom has decided that they’re getting tired of getting
  pushed out of the market by smaller more aggressive competitors and
  have begun to firmly establish their grip on particular segments of the
  weapon’s market.  The first segment of the weapon’s market they’re
  putting their mark on is the thermatics market.   The BC-Hades is
  Balshrom’s first attempt to out-design their competitors by producing a
  weapon beyond the capabilities of any previously released thermatic on
  the market. Expensive and quite large for a beam weapon. 
  Balance Rating: 3
  BC-Inferno: The second in the series of new Balshrom thermatics, the
  BC-Inferno doesn’t have the accuracy of the Hades thermatic, but it
  does do significantly more damage on average.  Like all of the new
  Balshrom thermatics, the Inferno is a robust weapon – especially for a
  thermatic, but it’s also huge.  
  Balance Rating: 3
  BC-Solaris: Probably the best thermatic weapon on the market, the
  Solaris is highly accurate and does hordes of damage, slowly roasting
  your target until they’re a nice golden brown.  Unfortunately, it’s still as
  big as a house compared to most impact lasers with similar damage
  yields. Balance Rating: 3
  WEB GENERATORS - OPTIONAL RULES
  Targets hit in the face by web glue who are not wearing a helmet or who
  are wearing an open face helmet, begin to suffocate until the glue is
  pulled free.  Ouch. Remind me to shave.
  Suffocation: Opponents lose 1d10 points of Constitution per sec-
  ond  while suffocating or drowning. This CON loss is only temporary
  and is recovered at the same rate it was lost once the source of the
  asphyxiation is removed. When an opponent’s Constitution reaches
  zero, he is unconscious. When his Constitution reaches the negative of
  its original value, the opponent is dead. So if Fredd had a 150 CON to
  start out with (before any CON loss) and it drops to -150 due to suffo-
  cation, Fredd is dead. 
  Balance Rating: 2
  TYPE
  ER
  TL
  AV
  COST
  1,750
  6-7
  VR
  2,000
  7
  UC
  1,900
  7
  UC
  1,200
  6-7
  R
  BC-Godsfire
  BC-Hades
  BC-Inferno
  BC-Solaris
  3.0M
  1.6M
  2.0M
  2.5M
  THERMATICS PG. 7
  “Getting hot under the
  collar? You don’t want to let the
  enemy get you steamed, not
  when things are really cooking.
  Oh Pulsie, stop! Seriously, the
  best defense against thermatics
  is the Heat Sink. A Heat Sink is a
  surprisingly low-tech device
  which gathers the thermal ener-
  gy from the surrounding metal
  and allows it to dissipate harm-
  lessly. The concept has been
  used by a number of species for
  centuries. Heat Sinks are com-
  pact metal devices that only pro-
  tect the section of the armor they
  are attached to. They are sold
  individually, meaning that 7
  units must be purchased to cover
  all of the armor of a typical
  biped.”
  PULSIE ON THERMATICS
  
  63
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  AMMUNITION
  AMMUNITION
  &
  MISSILES
  
  AMMUNITION: APWS
  Disarm Bullets: A similar concept to the Door Breacher shotgun
  shells, these bullets are composed of highly compressed powdered
  metal.  Crack snipers can shoot weapons out of the hand(s) of the tar-
  get using these bullets, with reduced chance of causing a severe injury
  to the target should a miss occur. The force of the impact dislodges the
  gun from the victim’s hand tossing it a distance in meters equal to the
  damage done by the weapon minus the ENC of the weapon.  The victim
  takes 1d4 points of temporary damage to the appendage(s) holding the
  weapon.  Typically the weapon shot by a Disarm Bullet isn’t destroyed
  but must make an immediate System Shock roll.  If the sniper misses
  the weapon and hits the target directly, they only take one quarter of the
  damage normally caused by the APW being used, but it’s real damage
  not temporary.  A target who is aware that their weapon may be shot out
  of their hand is entitled to a Strength check with a penalty equal to three
  times damage done by the weapon to retain hold of the weapon. This is,
  admittedly, a pretty rare occurrence all things considered. 
  Balance Rating: 3
  Bio-Mercuric Ammunition: Bio-mercuric ammunition functions like
  normal mercuric bullets except in this ammunition the metallic mer-
  cury has been encapsulated in genetically engineered bacteria that are
  resistant to the toxic effects of the mercury.   Once released into a tar-
  get, the bacteria facilitate a more rapid distribution of the mercury
  throughout the body, carrying the mercury to the target’s tissues and
  organs.  Eridani and Phentari hit with bio-mercuric rounds must make
  their SMR at a –30 penalty as opposed to the normal –10. In addition,
  failure indicates coma and death in the 1d4 days, not the normal 1d6.
  These rounds are highly illegal and rumors abound that they were
  developed by the Phentari and distributed to forces hostile to the
  Eridani.  No wonder the Eridani don’t like archaic powder weapons!
  Balance Rating: 5
  AMMUNITION: COMPACT ARTILLERY
  The statistics listed below are for 85lb Carinade shells. The statistics for
  Mini-Howitzer shells will appear next to the 85lb shell stats in brackets.
  For example, a shell whose damage is listed as “5d4 [7d4]” would indi-
  cate that the 85lb shell does 5d4 damage, where as the Mini-Howitzer
  shell does 7d4 points of damage. Mini-Howitzer shells cost 33% more
  than the price listed for the 85lb Carinade shells. 
  Anti-Personnel Shot: Designed as a last-defense shell for artillery
  crews that are being over-run, this shell allows an artillery piece to
  works like a giant shotgun, spraying .50 caliber slugs (steel balls) down
  range.  Any unarmored target struck is usually dismembered by the
  blast. The shell is only effective against targets within 100 [150]meters
  of the gun.  Slugs do 5d4 [7d4] points of damage (IR 1) and affect
  Heavy Armor normally. Roll random hit locations for each slug hit.
  • Targets that are within 5 meters of the weapon are hit with
  5d10 [7d10] slugs. At this range the spray of slugs spread
  out horizontally to about 1 meter across (wide). 
  • Targets between 6 and 20 meters away take 2d10 [3d10]
  hits. Four meter horizontal spread. 
  • Targets that are between 21 and 50 meters are hit by 1d10
  [2d10] slugs. Eight meter horizontal spread.
  • Targets that are between 51 and 75 meters are hit by 1d6
  [2d6] slugs. Sixteen meter horizontal spread.
  • Targets beyond 75 meters are hit by 1d4 [2d4]slugs. Twenty-
  four meter horizontal spread.
  What’s the moral of this story? Don’t rush the artillery unless you’re
  sure you can take them out before they can fire.  Artillery typically
  incurs a -40 penalty when being direct fired, as opposed to its normal
  mode of indirect fire.  If you can get the shot off with the  -40 penalty,
  all targets in the spread range are automatically hit. BM’s discretion.
  Balance Rating: 4
  Omega Pulse: This shell is actually a large Omega Canister, like the
  one used in the Street Howitzer Omega weapon. The round has a prox-
  imity sensor that detonates it about 1 meter above the ground where it
  generates the omega pulse.  The pulse does 4d6*10 [5d6*10]points of
  concussion to everything within 5 meters.  Targets between 6 and 10
  meters take half damage. Targets between 11 and 20 meters take one-
  quarter damage.  Balshrom is selling these shells faster than scotch at
  an Orion bachelor party! 
  Balance Rating: 4
  Planar Explosive: This shell is a shaped charge designed to propagate
  outward horizontally cutting everything in half.  Works great for defor-
  estation as well as anti-infantry.  A proximity fuse detonates the round 1
  meter above the ground.  Any target struck with a Threshold lower than
  8 is automatically severed.  The blast does 8d10 [11d10]points of dam-
  64
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  5 • AMMUNITION: APW - COMPACT ARTILLERY
  TYPE
  TL
  AV
  COST
  3-4
  R
  5-7
  U
  x5
  x100
  Disarm Bullets
  Bio-Mercuric Ammo
  AMMUNITION: APWS PG. 7
  TYPE
  TL
  AV
  COST
  3-4
  C
  7
  VR
  3-4
  C
  3-5
  VC
  6
  UC
  4-6
  R
  4-6
  UC
  4-5
  C
  4-6
  C
  6-7
  C
  Anti-Persnonnel Shot
  Omega Pulse
  Naplam
  Bunker Buster
  EMP
  BX-1
  CR-3
  Spider
  Glitter Dust
  Illumination Round
  Planar Explosive
  800
  200,000
  12,000
  110,000
  100,000
  50,000
  50,000
  3,000
  750
  2,500
  10,000
  5-7
  UC
  AMMUNITION: COMPACT ARTILLERY
  
  65
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  AMMUNITION: COMPACT ARTILLERY - MAG GUNS
  age and reduces Integrity by 40 [50] points. It has a blast radius of 10
  meters, but damage and Integrity reduction are reduced by half beyond
  5 meters.
  Balance Rating: 5
  Napalm: This shell explodes in an incendiary firestorm, charring
  everything within 40 [55] meters.  Everything caught in the inferno
  takes 5d4 points of damage, and will continue to burn for another 1d4
  rounds taking another 5d4 points of damage each round spent on fire.
  Targets within 10 meters of the shell when it explodes take 1d4*10
  [2d4*10] points of concussion damage.
  Balance Rating: 3
  Bunker Buster: This hardened artillery shell is designed to bury itself
  2-meters in the dirt (or whatever else it hits) before it explodes.  The
  shell will pass through any material with a Threshold of less than 40
  points. Any object directly hit by the shell takes 60d4 [80d4] points of
  damage (50 points of Integrity damage), but the chances of anything
  smaller than a building being directly hit is unlikely. Once the shell
  reaches two meters in depth it explodes causing 4d6*10
  [5d6*10]points of concussion damage to everything within 10
  [13]meters. Works great for flushing people out of buildings and
  bunkers!  If the round fails to penetrate the target it will explode when
  its downward momentum ceases. 
  Balance Rating: 4
  EMP: This shell explodes releasing an EMP pulse.  All items within 30
  [40] meters that are susceptible to EMP must make an immediate
  SS/SMR with a penalty equal to 4d40 [5d40].  The shells are a great way
  to convince your opponent to surrender without having to fire a shot. 
  Balance Rating: 4
  BX-1: Identical to the BX-1 (Biological) grenade, except these shells
  spew the bio-hazardous material over a 20 [25]meter area.  Don’t you
  feel so much safer with the ability to shoot these suckers over the hori-
  zon with your artillery piece rather than chucking one like a rock and
  having it end up only a few meters away? 
  Balance Rating: 3
  CR-3: Identical to the CR-3 (Chemical) grenade, except these shells
  spew the chemo-hazardous material over a 20 [25]meter area.
  Balance Rating: 3
  Spider: This shell bursts open about 5 meters above the target releas-
  ing three-dozen [50] plasma grenades with the spider modification.
  The spiders fall to the ground and crawl up to 300 meters away from
  the impact site looking for potential targets before detonating.  The spi-
  ders will move towards any obvious personnel or lightly armored vehi-
  cles.  Spider shells are a great way to maximize your shot-to-kill ratio.
  Spider shells can be special ordered and filled with the grenade of your
  choice, except Super-Plas or Omega grenades.  The cost for a custom
  grenade load is 2,500 plus the cost of the grenades. 
  Balance Rating: 4
  Glitter Dust: Paranoid? Are you always under the impression that the
  enemy is stealthily closing on your position under the cover of dark-
  ness?  Well now you can find out.  Lob one of these arty shells over a
  target area and it explodes releasing a 40 meter [55 meter] diameter
  cloud of dust that rains down on the landscape.  The dust is phospho-
  rescent, heat-reactive, and will glow brightly if exposed to ultraviolet
  light, energy fields, or strong heat sources.   Anybody wearing an a-grav
  unit or with an active Flux/PDS will light up like a Christmas tree once
  this dust settles on them.  The dust will also illuminate hot weapon bar-
  rels, as well as hot vehicle engines and exhaust.  These are a great way
  to identify UV and IR sources out in the darkness.  The dust gives a +25
  to all Sighting checks against coated targets if it’s dark outside.
  Balance Rating: 3
  Illumination Round: This round activates deceleration thrusters and
  an a-grav unit once it’s about 30 meters above the ground.  The a-grav
  allows the round to float, suspended in the air. Once in position the
  round pops open and ignites an incredibly bright, sustained flare-fur-
  nace.  The light from the furnace will illuminate a 60 meter [80 meter]
  diameter circle on the ground below the round as if it was daylight.
  Assuming it’s dark outside, characters that find themselves in the illu-
  mination zone must make a Radiation SMR. Failure indicates they’ve
  been temporarily blinded for 1d4 [2d4]seconds.  Like all arty-rounds
  these make that telltale whistle that indicates their approach, so many
  inexperienced soldiers will be looking up when the round goes off (see
  below). 
  The rounds can be easily shot down, but looking directly at them
  can cause blindness. A Radiation SMR is required if a character looks
  directly at the round and failure indicates a permanent reduction of the
  observer’s visual modifier by 15d4 [20d4]points.  These rounds are
  pretty cheap, so if the enemy takes one out you can always lob over a
  few more.  The round has a lifespan of 20 minutes before it expends its
  batteries, snuffs out, and drops the ground.   The rounds can be reused
  if you can manage to find it.  These are a lot of fun to direct fire through
  windows, to scare the beejeezus out of the room’s occupants and force
  them to make a SMR to avoid blindness.  These rounds hover at ceiling
  level if trapped in an overhead environment. 
  Balance Rating: 3
  AMMUNITION: GAUSS GUNS
  Mega-High Explosive: This round does 7d6 points of damage.
  Balance Rating: 3 
  Target Designator: These gauss rounds function identically to the TD
  rounds used in mag guns. The version of the round is designed for
  gauss weapons and hardened to absorb the impact associated with
  these high-speed projectiles.  The threshold reduction of the gauss guns
  allows these rounds to be imbedded in vehicles, armored suits, build-
  ings, and other structures.
  Balance Rating: 2 
  TYPE
  TL
  AV
  COST
  4-7
  UC
  4-7
  UC
  Mega-High Explosive
  9,000
  Target Designator
  1,500
  AMMUNITION: GAUSS GUNS PG. 7
  
  66
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  5 • AMMUNITION: MAG GUNS
  AMMUNITION: MAG GUNS
  Aerosol Sprayer: After impact this mag round sprays a fine mist of
  gas.  Unless the target has environmental containment they are affected
  as if a CR-3 grenade had hit them.  Anyone within 2 meters of the round
  when it detonates that doesn’t have environmental containment is
  affected. A biological version of the grenade is also available, which has
  the same effects as the BX-1 grenade.  Balance Rating: 4 
  A/R Round: After attaching to its target this round starts randomly
  emitting attractor and repressor beams in various directions, one beam
  is emitted every second for 10 seconds.  The round does not fire the
  damaging attractor/repuslor combo beams like the weapon of the same
  name.  The beams emitted by this round push struck objects away or
  pull them closer, depending on whether the beam fired was a repressor
  or attractor respectively.  Any movable object that’s size class 8 or small-
  er and is within 10 meters of the grenade has a 50% chance to be hit.
  Targets are either pushed (1-50%) away from the grenade, or pulled
  (51-100%) towards the grenade.  Objects are moved a distance equal
  to 2d10 meters minus their size class.  Objects that strike an immovable
  object may take damage.  In this case damage is equal to the number
  of meters the target would have moved had they not hit the immovable
  object minus the number of meters they actually moved before striking
  the immovable object.  Damage is applied to a random hit location.  An
  Orion Rogue favorite.
  Balance Rating: 3 
  Bio Weapons Detector: Let’s face it. One of the main advantages of a
  mag gun is the ability to precisely place a piece of equipment farther
  away than you can throw it.  Sure there’s the ability to blow things up in
  new and unique ways, but this round might come in handy too.  If this
  round comes into contact with a toxic or dangerous airborne biologi-
  cal agent it has a 75% chance to detect what the compound is and
  sound an audible alarm.
  Balance Rating: 1 
  Buddy Killer I: Does nothing for 5 to 15 minutes, then releases a
  pulse blast straight out from the target (90% to hit anyone in the line of
  fire in the first two range brackets), doing 6d6 points of damage. The
  pulse is also released if this mag gun round is tampered with before the
  time expires.
  Balance Rating: 2
  Buddy Killer II: This improved version of the Buddy Killer round is
  equipped with a small sensor designed to recognize and fire at anything
  which is “roughly humanoid” in appearance. The round’s sensor is
  primitive at best and has a 20% chance to fire prematurely if anything
  size class 1 through 8 moves in front of it (including Cizeracks and
  Mazians) regardless of shape.  All other statistics are identical to the
  Buddy Killer I. The legality of these munitions is dubious at best. 
  Balance Rating: 3 
  Chemical Weapons Detector: If this mag gun round comes into con-
  tact with a toxic or dangerous airborne chemical it has a 75% chance
  to detect the compound and sound an audible alarm. 
  Balance Rating: 1 
  Camera: This mag gun round contains an impact-resistant camera with
  a wide-angle lens (70 degree arc).  Once attached to a target the cam-
  era is activated and begins transmitting encrypted video. Any body com-
  puter with the proper de-encryption code can be used to view the video
  transmission.  The camera has enough power for 10 hours of use, and
  can broadcast its signal up to 100 meters under ideal conditions. 
  Balance Rating: 1 
  TYPE
  ER
  TL
  AV
  COST
  2
  4-6
  C
  10
  7
  R
  -
  4-6
  C
  15
  4-6
  R
  15
  4-6
  R
  -
  4-6
  C
  -
  4-6
  C
  -
  4-6
  C
  -
  4-6
  UC
  -
  4-6
  UC
  -
  6
  UC
  2
  3-4
  UC
  -
  6-7
  R
  3
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  7
  U
  -
  4-6
  UC
  -
  4-6
  R
  4-5
  4-6
  4-6
  4-6
  4-6
  4-6
  4-6
  4-6
  4-6
  4-6
  4-6
  5-6
  5-6
  5-6
  5-6
  4-6
  5-6
  4-6
  4-6
  4-6
  3-6
  4-7
  C
  C
  R
  UC
  UC
  C
  C
  C
  R
  VR
  VR
  U
  VR
  C
  UC
  C
  C
  R
  VC
  UC
  C
  C
  Aerosol Sprayer
  A/R Round
  Bio Weapons Detector
  Buddy Killer I
  Buddy Killer II
  Chemical Weapons Detector
  Camera
  Detonator Time Adjuster
  ECCM
  ECM
  FIG Round
  Fire Retardant
  Flux Activation Scrambler
  Homing Device
  Intruder Detector
  Jumper
  Med Mag MID
  Mine Mag Round 
   
  Mr. Stinky (Pine Scent)
  Mr. Stinky (New Car Scent)
  Mr. Stinky (Ocean Breeze)
  Mr. Stinky (Ram Phermones)
  Neuro
  Neuro Elite
  Psycho Killer
  Pulse Attractor
  Radio Jammer
  Riot Foam
  Screamer
  Sounder Plus
  Spider
  Spotting Paint Round
  Target Designator (TD)
  Toxin Dispenser MID
  Thunderbolt
  6,500
  2,000
  800
  1,850
  2,000
  350
  1,200
  3,000
  2,500
  500
  100
  7,500
  Special
  Vulcan
  Vulcan Plus
  1,000
  3,500
  Ultra Mag Modification
  +300
  2
  -
  -
  -
  3,500
  850
  750
  14,000
  2,500
  10
  10
  10
  1,500
  N/A
  N/A
  N/A
  10,000
  850
  1,000
  500
  500
  15,000
  350
  1,000
  5,000
  1,500
  Flux Cage
  100,000
  6+
  VR
  Chaff
  1,000
  4-6
  UC
  AMMUNITION: MAG GUNS PG. 7
  
  67
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  AMMUNITION: MAG GUNS
  Chaff Mag Gun Round: This mag gun round emits a chaff cloud that
  surrounds the target.  The cloud functions identically to the cloud emit-
  ted by the Chaff Ejector armor option. 
  Balance Rating: 3 
  Detonator Time Adjuster (DTA): This option is available as a facto-
  ry-installed upgrade (takes 3d6 weeks) to your stock mag gun.  It
  allows you to manually set the detonation time of your mag gun muni-
  tions, as well as changing the default setting for all mag gun munitions
  loaded into the weapon.  The timer can be set from 1 second all the way
  up to 120 seconds.  Once set all the mag rounds in the weapon default
  to that value.  You can change the timer setting on individual mag  gun
  rounds to be different that the default setting.  Any changes from the
  default are lost if the mag round is unloaded from the weapon.
  Changing the timer on individual munitions in the magazine from the
  weapon’s default setting can be done before firing (half-action per
  round). The cost is 300 to 1500 credits for the weapon upgrade,
  depending on manufacturer and weapon model (BM’s discretion). 
  Balance Rating: 5 
  ECCM: Each round attached to the target cancels out 10 points of the
  target’s ECM.  Additional rounds are cumulative up to 50 points worth
  of ECCM.
  Balance Rating: 4 
  ECM: Each round attached to the target give it an ECM rating of 10.
  Additional rounds are cumulative up to 50 points worth of ECM.  
  Balance Rating: 3 
  FIG Round: This mag gun round remains dormant after hitting a tar-
  get unless that target activates a Flux or PDS, which triggers the round’s
  activation.  Once activated the round utilizes a specialized Flux
  Interference Generator (FIG) to attack that target’s Flux shield.  The FIG
  in this round has been specially modulated to affect a targets Flux from
  the inside of their shield. The round does 6d6 points of damage to the
  Flux or PDS.  The round will not function if the target’s Flux or PDS is
  active before the round hits. The round must anchor itself to the actu-
  al target to be functional.  Pepper the target with enough of these babies
  and he’ll think twice about putting up a fight. 
  Balance Rating: 4 
  Fire Retardant: This round expels potent, fire-retarding, foam on
  impact. The foam will extinguish any flames within a 2 meter radius of
  the round. I said flames – as in camp fires, house fires, napalm, etc.
  You can’t extinguish light swords with this round, so don’t even try it! 
  Balance Rating: 1 
  Flux Activation Scrambler: This highly popular, and expensive,
  round is used by SWAT and special forces teams all over the Alliance.
  The round is designed to prevent the activation of Flux and PDS devices.
  Once attached to a target any attempt by that target to turn on their Flux
  or PDS has a 15% chance to fail.  This penalty to activation applies until
  this mag gun round is removed from the target.  The target may attempt
  to activate their Flux or PDS once per second (Requires one action
  using BTR combat rules).  The device has no affect on Flux or PDS sys-
  tems once they’ve successfully been activated.  Hits from multiple Flux
  activation scramblers on the same target have a cumulative effect.  If the
  Flux or PDS is deactivated and this mag gun round has not been
  removed the penalty to activation again applies. Despite the cost and
  limited effectiveness of these rounds they can pay off in spades.   The
  ability to prevent an armored target from activating their Flux for a few
  seconds can make the difference between an easy capture or a fire-fight
  with heavy weapons.  It’s standard procedure in galactic law enforce-
  ment to hit any armored target with at least one of these rounds before
  an arrest is attempted – just in case.  The round may be recharged (1
  hour) and reused. 
  Balance Rating: 5 
  Flux Cage: A highly experimental round, the Flux Cage represents the
  first apparently successful modification of the standard Flux shield. By
  decreasing the regularity of the energy matrices involved in creating a
  Flux shield, Mutzachan scientists have been able to produce an energy
  field that not only prevents weapons fire from escaping, but also pro-
  hibits movement from within the field. 
  In layman’s terms, the Flux Cage is a “rigid” Flux shield that has
  been turned inside out.  Weapon’s fire can pass freely from the outside
  of the field to the target encased inside. However, weapon’s fire origi-
  nating from inside the field is blocked, unless the total damage done to
  Flux exceeds the field strength. The inverted field allows law enforce-
  ment to “neutralize” a trapped target by firing non-lethal weaponry
  unhindered through the field from the outside.
  In addition the Flux is also form-fitting and rigid, preventing the
  being surrounded by the cage from moving more than a fraction of an
  inch. Persons surrounded by Flux cages can breathe normally (if shal-
  lowly), can see (if their eyes were open when the field was established),
  and can hear normally, but are unable to move even a finger. Weapons,
  other than those thought-activated triggers, cannot fire from within a
  Flux cage. 
  The mag round version of this weapon envelops a single target in
  a 100 point Flux cage, and contains enough energy to power that cage
  for an hour. The round comes with a remote deactivator which may be
  used to power down the cage before then. These rounds are currently
  being field tested by Alliance police, the Galactic Military, and select
  bounty hunters who are considered to be ’trustworthy’. 200 point
  rounds, and even stronger ones, are also being tested.
  Balance Rating: 5 
  Homing Device: This homing device allows the target to be tracked
  with a body computer from up to 300 km away.  The target’s direction
  and speed are also indicated. 
  Balance Rating: 1 
  Intruder Detector: This mag gun round houses a sophisticated,
  impact resistant sensor that detects both heat and movement.  The sen-
  sor is triggered by anything larger than a basketball that moves within
  4 meters of the round. In addition, the presence of any warm-blooded
  creature within 4 meters of the round will also set it off.  The round can
  be programmed to emit a really annoying, high-pitched, shriek or
  broadcast a radio message (range: 4km) once the sensor has been trig-
  gered.
  Balance Rating: 1 
  
  68
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  5 • AMMUNITION MAG GUNS
  Jumper: Probably the most disturbing mag gun round ever invented,
  the Jumper round was designed to keep personnel from helping pry a
  mag gun round off one of their comrades.  Once the Jumper round hits
  a target it remains inert until an armored combatant moves to within 2
  meters of the original target. The technology the Jumper round uses to
  identify whether armored personnel move into range is a closely kept
  secret of the manufacturer (Warmonger, Inc.), but it is 80% accurate
  in identifying potential targets (20% chance to remain dormant).   
  Once an eligible target is detected in range the Jumper round
  detaches from the electromagnet anchoring it to its original target. The
  round then activates a second electromagnet with the opposite polarity
  that pushes the round away from its original target towards the new vic-
  tim.  The powerful magnets in the round draw it towards the closest
  metal object other than the original target.  The sensor systems in the
  round waits until the opportune moment to jump, helping to ensure
  that the closest metal target is someone in armor, but it is only 75%
  accurate when jumping to a new target.  Once the round reaches its
  new target (must be metal) the mag round detonates in 1d3 seconds
  doing 2d6 points of concussive damage. Load a couple Jumper rounds
  randomly into your mag gun and your opponents will think twice about
  helping their buddy remove an attached mag grenade.
  Balance Rating: 2 
  Laser Designator: This mag gun round opens up and emits a bright
  light in the UV spectrum, which has the same effects as marking the tar-
  get with a painting laser.  This round provides +40 bonus to hit for all
  incoming Reflex missiles using UV tracking and provides the same +40
  bonus to any UV-based sighting checks. Cost is mere 500 credits. 
  Balance Rating: 2 
  Med Mag MID: Identical to the standard Med Mag, but capable of
  piercing armor with a Threshold of 14 or less.
  Balance Rating: 1 
  Mine Mag Round: These mag gun rounds are designed to be shot at
  the ground, rather than at metal targets.  Once they hit the ground these
  rounds will automatically bury themselves.  Any metal object that pass-
  es within 1 meter of the round will trigger the magnet and the round
  will fly from the dirt and attach itself to the closest metal target.  Once
  anchored to a metal target the round will detonate in 1d6/2 seconds
  causing 4d6 points of damage. The round will remain active for 3 days.
  These rounds are illegal on most civilized worlds. 
  Balance Rating: 2 
  Mr. Stinky Mods: My professional opinion is that this round stinks.
  Sorry. I couldn’t resist. The Mr. Stinky mag gun round can also be pur-
  chased in following scents: Pine scent, new car scent, ocean breeze,
  and Ram pheromones.  With the latter, Rams who successfully make
  their Smell check must immediately make an Aggression check.  If the
  Ram successfully makes its Aggression check it feels the urge to mate.
  The Ram must now make an Intuition check.  A failed INT check indi-
  cates that the Ram must attempt to mate with the mag round’s target.
  The Ram may attempt to make another INT check once each following
  round. Success indicates that the Ram has come to his or her senses
  and stops attempting to copulate with the poor target.  Rams that fail
  their initial Aggression check or successfully make an Intuition check
  after exposure are no longer affected by the pheromones. 
  Below is an excerpt of an audio-clip taken from an SSDC merc hel-
  met cam in a combat zone showing the usefulness of the nasal-friendly
  version of the Mr. Stinky loads. 
  Soldier 1: “Dude, the skimmer reeks! The Ram has been in here again!”
  Soldier 2: “Wait a minute I can fix that. *CHUNK* *WHACK* *SSSSSsssssss*
  Soldier 2: “Ah. Ocean breeze.”
  Soldier 1: “Good choice.”
  Soldier 2: “Thanks”
  AV: C (R for Ram Pheromone version)
  Cost: 1,500 for Ram Pheromone version
  Balance Rating: 1 (5 for the Ram Pheromones) 
  Neuro: Three seconds after adhering a Neuro round emits a synaptic
  waveform similar to a neuro cannon, affecting all beings within 5m.
  Affected beings that fail a Mental SMR are either knocked unconscious
  or paralyzed for 1d4 minutes (01-50: unconscious, 51-00: paralyzed).
  It is illegal for anyone not in the Alliance military or anyone not
  employed by the Alliance government to possess these rounds.
  Balance Rating: 4 
  Neuro Elite: A highly illegal, extremely powerful version of the Neuro
  mag round. Treat as a Neuro-Cannon 1 (see Lock-N-Load: Weapons &
  Tactics) with a 7m radius.
  Balance Rating: 4 
  TACTICS TO PRACTICE
  Orion Special Mag Gun Round: With a few simple modifica-
  tions this mag gun munition can go from being an Orion’s best
  friend into an instrument of mental warfare. Read on! 
  If you really want to torture an Orion, shoot him with one of
  these rounds filled with 18-year-old single-malt scotch after dis-
  abling the magnet release. Nothing’s funnier than watching that
  Orion take off his armor chest plate during a fire-fight and hold it
  over his head, trying to drink out of the mag gun round still stuck
  to it!
  Also of note the famed assassin, Deb Tai once used an Orion
  Special in the assassination of Berinious Dar, the now deceased
  head of the Balshrom R&D team.  She placed a null stone in an
  Orion Special round to keep Berinious from activating his PDS
  before she plugged him with her APW sniper rifle.  It’s an expen-
  sive way to guarantee a kill, but what better way to cement your rep
  as one of the best in the biz.  Rumor is the assassin later broke into
  the police evidence locker and recovered the artifact!
  
  Psycho Killer: Developed by Phentari weapon manufacturers, this
  round emits an oddly pulsing yellow light which only effects
  Eridani…but the effects are wonderful! Any Eridani who catches even a
  glimpse of the round will suffer the effects of the following table:  
  Mental SMR
  01-20: No effect
  21-50: Severe migraines resulting in a 2d20 penalty to all
  actions and to vision modifier
  51-80: Seizures! The Swordsaint is unable to take any action
  other than flop around like a fish out of water for 1d4
  minutes
  81-95: Berserk. The Eridani flies into an uncontrollable
  berserk combat rage (as per the Aggression stat, but
  this time the Swordsaint takes the penalties too), attack-
  ing friend and foe alike.
  96-99: Suicidal. The Eridani goes on a suicidal killing spree
  (as per the Aggression stat again with penalties as well),
  attacking anything that moves.
  00:
  The Eridani is pushed into a normal Eridani Berserk
  state. He recognizes friend from foe, and probably has
  a good idea who fired that nasty mag round.
  The Psycho Killer round is, almost needless to say, extremely ille-
  gal. To possess one will land you a cool 20-30 years in the Bighouse.
  Using one will get you life, or the death penalty (depending on the
  judge), but the squids love ’em!
  Balance Rating: 5 
  Pulse Attractor: Acts on the same principle as an Anti-Plas Generator,
  only with opposite polarity. Pulse Weapons fired at the same target this
  round is anchored to after it has activated have +20 added to their
  accuracy. Additional hits from this round do not have a cumulative
  effect. 
  Balance Rating: 4 
  Radio Jammer: Jams radio transmissions in a 15m radius at 110%
  effectiveness.
  Balance Rating: 1
  Riot Foam: This mag gun round releases rapidly expanding, adhesive
  foam to ensnare a target.  Multiple hits from a riot foam mag gun round
  can quickly fill up rooms or hallways blocking exits and restricting
  movement.  The foam fills up 1 cubic meter of space per shot, centered
  on the location hit.  Unlike normal web gun glue the foam is porous and
  victims covered in the foam will not suffocate.  In addition, gas attacks
  can be delivered through the foam to target. 
  The foam has a 50% chance to stick to another 1d4/2 body sec-
  tions as it expands (roll on the splatter table) and all Strength checks
  to break free of the foam must be made at -50. A check must be made
  for each section hit. Anyone within 1-meter of a target hit with riot foam
  has a 50% chance per hit (each hit rolled for separately) to have 1d2
  body sections entangled in the foam.
  So if Bob is standing within 1 meter of Geex who gets hit twice
  with riot foam from a web gun, Bob must make two d100 rolls. If both
  rolls are 50 or under then Bob is not stuck to Geex. 
  Riot foam remains sticky for days and anything touching the foam
  is likely to become entangled. It is nearly impossible to cut someone
  free from riot foam with a knife or sword.  In addition the foam is non-
  flammable so it can not be burned away.  Only riot foam solvent or
  items like light swords can be used to effectively cut a victim free. Riot
  foam solvent is a relatively simple compound, and the cops typically
  spray it around with fire hoses after the trouble-makers have been ’neu-
  tralized’. It’s not readily available to the public, however, and the for-
  mula isn’t well known. Those not having law enforcement connections
  can expect to pay about 500 credits for enough solvent to clean up 20
  size classes of beings. The alternative, of course, is to wait a few days
  until the foam breaks down on its own. Heavy rains can also weaken the
  strength of the foam by 10 to 50%.
  Balance Rating: 2
  Screamer: The evolution of the Sounder series into a damaging round.
  The Screamer emits a sonic disruptor pulse (as the weapon of the same
  name - see Lock-N-Load: Weapons & Tactics) effective to a 10m radius
  for a user-programmable duration of up to 1 minute. The round can
  also be set before firing to emit a standard Sounder pulse for up to an
  hour after the completion of the disruptor pulse. Balance Rating: 2
  Sounder Plus: A suped-up version of the Sounder. Emits a loud, high-
  pitched whine for up to 60 hours straight, audible from 5km away and
  nearly deafening from up close. Pythons love the highly illegal ’anti-
  Cizerack’ version of this round that is so high-pitched only the
  Cizerack’s and Fotts can hear it.  All Cizerack within 100m of this ver-
  sion of the Screamer must make an SMR at a +20 or be stunned and
  unable to act for 3-12 minutes.  Fotts are immune to the stunning affects
  of this round, though it’s still really annoying. (Treat as the tuning fork
  under the Cizerack racial description.)
  Balance Rating: 3 
  Spider: Once the spider mag round hits a target it extends its mechan-
  ical legs and proceeds to crawl over the target towards the most pow-
  erful energy source on the target. The spider will seek out an energy-
  based heavy weapon, Flux generator, or Mrs. Fusion in that order of
  preference before detonating.  Once the spider has found a suitable
  power source it detonates. Armor options and equipment must make a
  System Shock check with a penalty of 5d10 or be destroyed. If a weapon
  is attacked by the spider a roll on appropriate malfunction table (pg.
  231 in the main Battlelords book) must be made immediately, adding
  5d10 to the roll result. Balance Rating: 5 
  Spotting Paint Round: Identical to the standard paint round, except
  the instant-drying paint in this round glows in the dark (+20 to Sighting
  checks at night).
  Balance Rating: 1 
  Target Designator (TD): This round functions similarly to an IFF
  beacon.  You simply shoot a target with one of these puppies to identi-
  fy it as hostile or friendly, depending on the round you hit it with.  The
  next step is to equip a mortar shell or compact artillery shell with a
  maneuvering system and a special TD-Aware warhead that can sense
  these little mag rounds on potential targets.  Once fired, a properly
  modified round will be drawn toward TDs that are broadcasting the
  “hostile” signal and avoid targets with a TD that is broadcasting the
  “friendly” signal. 
  Friendly and Hostile Target Designator rounds must be purchased
  separately and one type can not be converted to the other type for safe-
  69
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  AMMUNITION:  MAG GUNS
  
  ty reasons. The TD-aware warhead and maneuvering systems for mor-
  tar shells and compact artillery shells adds an additional 300 credits to
  the cost of the shell.   The maneuvering thrusters are attached to the
  back of the shell, allowing the TD warhead in the front of the shell to
  “steer” the projectile while it is in flight. TD-warheads and maneuver-
  ing systems are being developed for launched grenades. 
  Typically TD sensors are used with “area-affect” weapons since
  these are likely to strike more than one target in the detonation area.
  If a TD-aware warhead detects any Friendly TDs in the detonation area,
  then the ordinance will not explode.
  Despite their “intelligence” mortar and artillery shells equipped
  with a TD aware warhead must still be fired at a specific target in order
  to arm. This first target is referred to as the weapon’s “original target.”
  The original target is not required to have a Hostile or Friendly TD mag
  gun round attached to it.  The weapon may select an alternate target
  after it is fired based on the rules below. The following rules only apply
  to mortar and artillery shells that have been equipped with a TD-aware
  warhead, which must follow these specific set of rules to find an eligi-
  ble target. 
  Note 0: The weapon receives a +20 bonus to hit targets
  that are equipped with a Hostile TD.
  Rule 1: The warhead is not capable of detecting TDs that are
  more than 20 meters away from any point along its flight path.
  This rule takes precedence over all of the following rules.  
  Note 1: The mag gun that fired the TDs and the weapon
  system that fired the TD-aware ordinance are always con-
  sidered Friendly TDs. 
  Rule 2: The weapon will select the Hostile TD that is closest to its
  point of origin.  Basically it attacks the first Hostile TD it “sees.”
  If multiple Hostile TDs are equidistant from the weapon, the target
  is selected randomly from the eligible, equidistant, Hostile TDs. 
  Rule 3: If the warhead determines that a Friendly TD may be hit
  by its detonation, then the ordinance will not explode – even if a
  Hostile TD would be hit. 
  Note 2: It is assumed the weapon is pre-programmed
  with its maximum blast radius and it is accurately able
  to measure the distance from itself to any TDs within 20
  meters. 
  Rule 4: If the weapon fails to detonate due to a Friendly TD in the
  blast radius it will continue on to the next closest, detectable
  Hostile TD. If no Hostile TD is detected the weapon will continue
  onto its original target.  If the weapon comes into contact with a
  Hostile TD before it hits its original target the new Hostile TD will
  be selected as the target unless it violates Rule 3, at which point
  the weapon will continue onto its original target.  
  Note 3: Because of the limited guidance and propulsion
  systems of typical TD-equipped weapons, these weapons
  can never attempt to attack more than three targets
  before they lose all momentum and self-destruct.
  Rule 5: If the weapon reaches its original target, but is prevented
  from detonating because it detects a Friendly TD in the blast radius
  it will not continue to look for other eligible targets. At this point
  the round veers off slightly to avoid the original target and propul-
  sion, if any is being used, is shut off. As a safety mechanism the
  electronics and the detonator in the warhead self-destruct to pre-
  vent the round from exploding and to keep the TD sensor from
  being salvaged. 
  Example: Mercenary B successfully fires Target Designator mag gun
  rounds and hits Arachnids X and Y.  (Let’s assume, that the Arachnids are
  wearing metal armor and have no Flux shields up).  Mercenary A subse-
  quently fires a mortar shell equipped with a TD-aware warhead at
  Arachnid X. Mercenary A get’s a +20 to his hit roll because Arachnid X is
  “tagged” with a Hostile TD (See Note 0). If the shooter fails his attack roll
  (+20) to hit Arachnid X, the weapon doesn’t arm or fire. Write down the
  amount you rolled when you made your attack roll. It will come in handy
  later. The mortar shell’s flight path is shown by the dashed line from A to
  X.  Let’s assume that Mercenary A successfully makes his attack roll and
  the round fires. 
  First we start with Rule 1.  We can see that Arachnid Y is within 20 meters
  of mortar shells, flight path. Mercenary B is slightly beyond 20 meters.
  Thus the warhead will “see” both Arachnids, but be unaware of Mercenary B.
  Next we go to Rule 2. Remember that the TD-aware projectile selects the
  the target closest to its point of origin with a detectable Hostile TD. If no
  Hostile TD can be “seen” the weapon heads for the target it was original-
  ly aimed at.  This means the weapon picks its target before it is even fired,
  and only deviates from this course of action if it finds a closer target on its
  way there.  In theory, this allows the weapon to take out the threats that
  are closest to the shooter first.
  70
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  5 • AMMUNITION: MAG GUNS
  X
  Y
  B
  A
  20 Meters
  X
  Y
  B
  A
  20 Meters
  X
  Y
  B
  A
  20 Meters
  5m
  Z
  Z
  Z
  Time 1
  Time 2
  Time 3
  Y
  B
  A
  20 Meters
  5m
  Z
  Time 4
  X
  
  71
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  AMMUNITION: MAG GUNS
  Since Arachnid Y is actually closer to the shooter (Mercenary A) than
  Arachnid X, the weapon will veer towards Arachnid Y - even though
  Arachnid X is the original target.  Since Arachnid Y has a Hostile TD we add
  the +20 bonus to hit and make a new attack roll to determine if our attack
  still hits taking into account any other situational modifiers that apply to
  Arachnid Y.  If the attack misses Arachnid Y the round simply misses the
  target entirely and self-destructs (see below).  
  The TD warhead becomes aware of any Target Designators within 20
  meters of its flight path. This means that once the warhead veers towards
  Arachnid Y, it’s going to “see” Mercenary B for the first time.
  It is important to remember that Target Designators are designed to pre-
  vent friendly-fire accidents and clearly identify enemy troops for incoming
  weapons fire.  Target Designators are attached to weapons with little or no
  propulsion and limited maneuverability. They will NOT circle continuously
  in the target zone like a smart missile looking for a target to attack.  They
  attack the closest target of opportunity unless there is a Friendly TD in the
  blast radius.
  Onto Rule 3. Let’s assume that Mercenary B is within 5 meters of
  Arachnid Y.  The warhead computes the distance between the hostile TD
  attached to Arachnid Y and the Friendly TD built-into Mercenary B’s
  weapon. Remember according to Note 1, the weapon that fires a TD is
  always designated as a friendly target.  Mercenary Y is well within the
  blast radius of the weapon, and the warhead is aware of this fact.  As as a
  result, the weapon will NOT detonate because it might injure Mercenary B,
  who is designated as a friendly target. 
  Ok, so what now? Rule 4 states that the weapon will begin looking for
  another Hostile TD.  Since it can’t find one, it will attack it’s original target.
  So in our example, because Mercenary B prevents the weapon from deto-
  nating on Arachnid Y, it will again attack Arachnid X.  
  Since Mercenary B is well out of the weapon’s blast radius when it attacks
  Arachnid X, it will detonate normally.  
  For the sake of argument, let’s say there is a “Mercenary C” who is
  equipped with a Friendly TD and is in the blast radius of the warhead when
  it attacks Arachnid X. In that case the weapon would self-destruct, causing
  no damage to anyone. (See Note 3).  However, if Mercenary C forgot to
  wear his Friendly TD that day, the weapon would detonate normally.  
  Since we’re dealing with hypothetical’s here, let’s say before the mortar
  shell is fired, Mercenary B successfully shoots Arachnid X and Z with a
  Hostile TD.  The same sequence of events will occur up to a point. The
  weapon will be fired at Arachnid X, it will then veer towards Arachnid Y,
  but fail to detonate because of Mercenary B’s proximity to Arachnid Y.
  Here is where the story changes.  Instead of going back after Arachnid X,
  the weapon would attack Arachnid Z.  Remember according to Rule 4 the
  weapon looks for the next closest Hostile TD, and that’s attached to
  Arachnid Z.  Assuming Mercenary B is not in the blast radius of the weapon
  when it hits Arachnid Z, we make an attack roll at +20 to determine if the
  round hits. If the round hits, Arachnid Z is paste. If it misses, well then it’s
  time to shoot another round (see below).   
  Note that if Mercenary B was in the blast radius of the weapon when it
  veers toward Arachnid Z, the weapon would have self-destructed and not
  returned to it’s original target.  Note 3 indicates that the weapon could not
  have attacked any more targets - three attempts is all you get.
  Balance Rating: 2 
  Toxin Dispenser MID: This round has an improved laser drill over
  the standard Toxin Dispenser and can pierce armor with a Threshold of
  14 points or less. It is identical to the standard Toxin Dispenser round
  in all other ways.
  Balance Rating: 1 
  Thunderbolt: This round emits an electrical charge, like a
  Thunderbolt Generator, after attaching to the target.  The target the
  round is attached to suffers 8d6 points worth of translative damage
  (ignores Threshold).  The weapon, armor section, or piece of equip-
  ment struck must make a SS/SMR roll as detailed in the description of
  Thunderbolt Generators in Lock-N-Load: Weapons & Tactics. 
  Balance Rating: 3 
  Ultra Mag Modification: This modification dramatically increases the
  strength of the magnet used in the standard mag gun round.  The mag-
  net is so strong it will actually draw the round towards any metal object
  within 1 meter granting a +40 to hit the target.  Characters attempting
  to remove an Ultra-Mag grenade must make a Strength check with a 
  -180 penalty!
  Any mag gun that fires Ultra-Mag rounds must be equipped with a
  laser rangefinder (300 credits). The rangefinder determines the dis-
  tance to the target and instantly plugs that information into the Ultra-
  Mag round.  Once programmed and fired the round will not activate its
  magnet until just before it hits the target.  If the range finder in not able
  to determine the range to the target, due to smoke or for other reasons,
  the Ultra-Mag round will stick to the first metal object it encounters
  within 1 meter of its flight path, excluding the shooter and his gear.  
  Ultra-Mag rounds increase the cost of any standard mag gun
  round by 500 credits. In addition, the larger magnet decreases the
  amount of space left in the grenade for the warhead. As a result, all
  standard rounds that are converted to Ultra-Mag rounds will have their
  payload decreased by half.  For example, any round that fires multiple
  projectiles, like the Immobilizer, will fire half as many.  Any round that
  does a single damaging attack will have the damage of that attack
  reduced by half.  The volume of smoke emitted by a smoke round
  would be decreased by half and so on.  As always the Battle Master will
  be the final arbitrator of just what effects converting a standard mag gun
  round to an Ultra-Mag round has. 
  Balance Rating: 4
  Vulcan: Smaller megacorps know how difficult it is to compete with the
  big boys on their own ground. This is particularly true in the area of
  weapons development. One way to compete is via corporate espionage,
  stealing and implementing another company’s plans before they can be
  stolen back. Another way is to corner small markets, one at a time. Tri-
  Corp is such a small megacorp, and their weapons division, while not
  without their penchant for espionage, has used a bevy of lawyers to
  make a small move in the world of weapon research and development.
  They have managed to obtain patents for the production of metal gun
  
  technology in any weapon system utilizing an ’automatically timed or
  remotely activated trigger’ to directly emit the magnetic pulse. The
  Vulcan is one such product. Upon sticking to the target’s armor, this
  round fires a magnetic disruption pulse, destroying the armor around
  it. Much of the power use in a metal gun comes from the need to trans-
  mit the pulse across long distances. The Vulcan mag round gets around
  this power usage problem by using the armor itself as a substrate. The
  pulse is generated through the armor, not broadcast through the air.
  Thus the round is able to inflict damage comparable to a metal gun,
  while retaining its small size. The downside is that the pulse is restrict-
  ed to the armor section the round is affixed to. The Vulcan reduces
  armor Threshold by 3, and destroyes 15 points of Integrity. Papers have
  been filed by a number of other corporations to challenge the patent,
  but the case is currently tied up in red tape.
  Balance Rating: 3
  Vulcan Plus: Operates as the Vulcan round, but reduces Threshold by
  6 and destroys 30 points of Integrity in the section it adheres to.
  Balance Rating: 3
  Zen Slayer: The concept behind this round is simple. If you take out
  your opponents medic, your dramatically reduce his ability to wage sus-
  tained combat against your forces.  The Zen Slayer is a highly modified
  version of the “Toxin Dispenser +” round.  Once it attaches to a target
  a small laser bores a hole through the armor and injects a tiny amount
  of a powerful tranquilizer. The laser is able to penetrate armor
  Thresholds up to 14.  Victims must make a Bio SMR or pass out for 2d4
  seconds.  Though the sedative used in the round is harmless, it gives the
  appearance that the victim has suffered a heart attack or some other
  immediately life threatening condition. The effect is so convincing that
  most medical devices (including autodocs) will conclude that the tar-
  get is in imminent risk of dying.  Those who observe the attack can
  make a Paramedic skill check with a level 15 difficulty or a Poison skill
  check with a level 10 difficult to detect the ruse.  
  Here is where the round gets its name.  Once the round detects
  another life form (presumably the medic) within 1 meter of the origi-
  nal target it uses the same technology employed in the Jumper round to
  leap to the new target.  Once there the round immediately injects one
  dose of poison (your choice) after boring through the Threshold of the
  targets armor (up to THR 14).  Because there’s not enough room for a
  full dose of poison, treat as Mild Exposure.  Another insidious munition
  brought to you by Warmonger, Inc. 
  Balance Rating: 4
  AMMUNITION: MORTARS
  Any grenade that is “launch-able” and has an ENC of 2 or less can be
  obtained as a 85lb mortar shell. Any grenade that is “launch-able” and
  has an ENC of 3 or less can be obtained as a Mini-Howitzer mortar
  shell.  These mortal shells cost six times as much as their grenade
  equivalent, and their availability is increased by one level, making them
  more difficult to find. They’re exorbitantly expensive, but if you need to
  inaccurately lob a grenade-like munition thousands of meters as
  opposed to the few hundred you achieve with a grenade launcher, then
  Warmonger, Inc. will whip you one up! 
  Balance Rating: 2
  AMMUNITION: PARASITE DISKS
  Balshrom Diskus: This state of the art parasite disk is another quali-
  ty Balshrom product.  The diskus uses drained energy to power its mag-
  nets.  Once the diskus reaches the end of its Duration it can utilize
  stored energy to extend its Duration.  The diskus can run for another
  combat segment beyond its listed Duration for every 20 points of stored
  energy in its power pack. In theory the diskus can continue to drain
  energy out of the target as it uses stored energy to prolong the drain –
  in effect draining the target until no more power remains.  The disk is
  capable of storing up to 60 points of energy.  If the batteries in the
  diskus become full it will expel the excess energy as heat (see Mexican
  Worm for more info). THR: 18, IN: 12.
  Balance Rating : 5 
  Blood Sucker: The Blood Sucker features an enhanced battery pack
  that allows it to stay attached to the target for up to 10 seconds.  Though
  its power draw is less rapid than other parasites, soldiers who make the
  mistake of forgetting about the blood sucker in the heat of battle will
  eventually end up with drained batteries.  The Blood Sucker expels
  drained energy as heat, just like the Mexican worm. THR: 15, IN: 10.
  Balance Rating : 4 
  Mexican Worm: The worm is your basic, no frills, parasite disk that
  uses a thermal exhaust to bleed off drained power.  This disk drains 3d6
  Q per second, and can stay attached for 5 seconds. Drained energy is
  expelled out the rear of the disk as thermal energy.  Damage from this
  thermal output is equal to the combined Q drained from the target’s
  weapons during the last second.  Anything used to remove the parasite
  disk (hands, crowbar, etc) will be burned by the damaging thermal
  exhaust as long as the worm has drained power that second. THR: 15,
  IN: 10.
  Balance Rating : 4 
  Skeet-1: The Skeet-1 channels more power to the Flux magnets and
  electromagnets, which makes it harder to remove.  However, this
  reduces the amount of power the skeet can drain per second.  The
  Skeet-1 has also been hardened against external attacks at the expense
  of structural integrity.  Drained power is expelled out the back of the
  disk in an identical fashion to the Mexican Worm. THR: 20, IN: 5.
  Balance Rating : 4 
  Tequila Sunrise: This parasite disk stores drained energy rather than
  expelling it.  The disk can be recovered at a later time and the stored
  72
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  5 • AMMUNITION: MAG GUNS - SHOTGUN SHELLS
  TYPE
   ER
  TL
  AV
  COST
   -
  7
  UC
   -
  7
  UC
   -
  6-7
  C
   -
  7
  C
   -
  7
  UC
   -
  7
  R
   -
  7
  UC
  12,000
  Blood Sucker
  15,000
  Mexican Worm
  5,000
  Skeet-1
  7,500
  Tequila Sunrise
  10,000
  Trap Shoot
  24,000
  Trap Shoot II
  24,000
  Balshrom Diskus
  AMMUNITION: PARASITE DISKS PG. 8
  
  energy can be used to recharge the shooter’s power packs.  The disk is
  capable of storing 60 points worth of drained energy. THR: 15, IN: 10.
  Balance Rating : 5 
  Trap Shoot: This weapon was recently released to incredible contro-
  versy, and has been officially banned by the Alliance government pend-
  ing a full investigation of the weapon’s capabilities.   The trap shoot is a
  standard parasite disk with a special feature.  The parasite disk can be
  equipped with either a launcher grenade or a mag gun munition.  If the
  parasite attaches to a target’s Flux and then the target drops his Flux to
  rid himself of the annoying device, the attached grenade or mag gun
  munition is fired towards the parasite’s original target.  Other parasite
  manufacturers contend that this device serves as a deterrent for a par-
  asite victim to lower their Flux shield, thus defeating the purpose of
  using a parasite in the first place.  They also contend that combatants
  hit by this parasite may wish to surrender but are attacked when they
  deactivate their Flux shield, violating the rules of warfare.   This weapon
  uses launcher grenades, but will not accept grenades from grenade
  machine guns.  Mag Gun munitions adapted for this round cost 4x their
  normal price.  THR: 15, IN: 10.
  Balance Rating : 5 
  Trap Shoot II: In order to capitalize on the popularity of the original
  Trap Shoot parasite the manufacturer quickly released the Model II.  By
  greasing some palms and using some political lobbying the manufac-
  turer was able to sneak this version by the ban on the original Trap
  Shoot parasite.  This model stores drained energy until the onboard
  battery is full.  Once the battery is full the parasite disk uses the power
  stored in the battery to detonate the disk.  
  The irony of stealing an opponent’s own power to attack their Flux
  has not been lost on the hordes of Orions and Phentari that purchase
  these devices in droves.  With a little tinkering the device can be con-
  figured to detonate if an opponent drops their Flux shield to free them-
  selves of the parasite (Level 4 electronics check).  Though the manu-
  facturer claims the round was not designed to detonate when a target
  lowers their Flux, the apparent ease with which the parasite can be
  modified suggests otherwise.  Damage from the exploding disk is equal
  to the total Q drained by the parasite up to that point.   Any attack that
  penetrates the disks Threshold has a 50% chance to cause it to deto-
  nate. THR: 5, IN: 10.
  Balance Rating : 5 
  AMMUNITION: SHOTGUN SHELLS
  Door Breacher: These 12-gauge shotgun slugs consist of iron dust
  held together by a ceramic binder.  The slugs disintegrate on impact,
  but allow the weapon to transfer almost all of its energy into the target.
  They were designed for blowing off door locks and hinges.  These slugs
  only do 1d4 points of damage, but cause 4 points of Integrity damage. 
  Balance Rating: 1 
  Flash-bang shells: Believe it or not, these 12-gauge shotgun shells
  were originally designed for farmers. It’s true.  The round travels 50
  meters down range and then explodes with a flash and loud report.
  Used to frighten off birds that eat your crops… or to scare the hell out
  of your enemies.  Not nearly as potent as a stun grenade, but they’ll still
  make you brown your shorts if your not expecting one.  They’re also
  handy for clearing birds away from airport runways… but don’t worry
  – they’ll be back.  Cheaper than a bird dog and you don’t have to feed
  them. Targets within 4 meters of the shell when it detonates must make
  a Sonic SMR or be deafened for 2d10 minutes. Targets must also suc-
  cessfully make a Radiation SMR or be blinded for 1d4 rounds.  Targets
  who roll double-zodd (aka double zeros) permanently lose 2d10
  points from their hearing (1-50%) or visual (51-100%) modifier.
  Balance Rating: 2 
  Flamethrower shells: These 12-gauge shells were originally designed
  for firefighters, who used the shells to ignite fire breaks. A fire break is
  used to burn away all the flammable growth in the area away so that an
  oncoming fire can not burn past the break. They obviously have other,
  more colorful, uses. The round spits a cone of flame about 3 meters out
  of the end of the weapon so you have to get close to your target to use it. 
  Balance Rating: 1 
  Garrote shells: These 12-gauge shotgun shells were originally
  designed for the U.S. Coast Guard in the late twentieth century. The car-
  tridge contains two .50 cal spheres that are connected together by 12”
  of 3-strand steel wire. When fired the spheres pull the wire taut and it
  strikes the target horizontally.  The Coast Guard used these shells to
  destroy sails and rigging. The shell is a modern version of a cannon
  load used on sailing vessels a century earlier.  The concept must work
  because these rounds have been around for hundreds of years and
  they’re not going out of style yet.  Useful for decapitating your enemies
  or cutting them off at the ankles or the knees.  A favorite of Phentari
  everywhere. If this shell does enough damage to reduce the target’s
  body points by half of their original (pre-damaged) total the area hit is
  assumed to be severed from the body. 
  Balance Rating: 2 
  Mercuric: This 12-gauge shotgun shell is filled with small metal
  spheres or pellets that have been impregnated with mercury.  The
  spheres break apart on impact, releasing their liquid payload into the
  wound. These shells are highly lethal to Eridani, and they’re not healthy
  for anyone else either.  You can fit a lot of mercury in a shotgun shell,
  and with the amount in this shell the toxicity levels are far above those
  of mercuric bullets.  However, these shells don’t have nearly the pene-
  tration of a mercuric bullet.  This shell is useless against targets with a
  Threshold of 6 or higher.. Needless to say, these babies are highly ille-
  73
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  AMMUNITION: SHOTGUN SHELLS
  TYPE
  TL
  AV
  COST
  3-4
  UC
  3-4
  UC
  3-4
  UC
  3-5
  VR
  3-4
  UC
  3-4
  UC
  3-4
  UC
  3-4
  UC
  Door Breacher
  100
  Flash-bang
  50
  Garrote
  40
  Mercuric
  1,000
  Plastic
  10
  OC
  125
  Roadblocker
  35
  Rubber
  15
  Flamethrower
  50
  3-4
  UC
  AMMUNITION: SHOTGUN SHELLS PG. 8
  
  74
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  5 • AMMUNITION: SHOTGUN SHELLS - SMARTGUNS
  gal and any Eridani that catches you with them is likely to stuff them up
  your a$$ while they’re still in the shotgun.  Phentari and Eridani receive
  a -20 to their Bio SMRs when hit by this shell.  There is so much mer-
  cury in these shells that species other than the Phentari and Eridani
  must made a Bio SMR or else suffer the effects of mercury poisoning.
  Victims suffering from mercury poisoning lose 1d10 points of CON per
  day unless they receive proper medical treatment.  At 0 CON the victim
  dies.  These shells can also be purchased with other toxins.  When
  loaded with a poison other than mercury the shell delivers two doses
  per hit, with no SMR modifier.  
  Balance Rating: 3
  Plastic Slugs: Plastic slugs were originally designed for home defense.
  These lightweight 12-gauge slugs will not pierce exteriors walls.  The
  slugs do normal damage to soft targets, but are completely stopped by
  armor of any kind.  These shells have found resurgence in popularity
  onboard interstellar vessels, where they can be used without fear of
  rupturing the hull.
  Balance Rating: 1 
  OC: It’s not just a TV show!  When fired this 12-gauge shell emits a
  cloud of tear gas that causes the eyes to water, coughing, and a burning
  sensation on exposed skin.  Targets are entitled to a Poison SMR.  Those
  who fail their SMR receive a -50 penalty to their AGL, MD, and Visual
  Modifier for 1d4 minutes. Reduce the duration of the penalties by half,
  if the target washes out his eyes and rises off exposed skin. This shot-
  gun shell can only be used against targets within 3 meters.  
  Balance Rating: 2 
  Roadblocker slugs: These 12-gauge shotgun slugs are pointed and
  hardened to allow them to penetrate further into hard targets.  The
  roadblocker slug was originally designed for law enforcement on Earth
  in the late twentieth century.  In theory the design of the slug helps to
  insure a flat when fired at car tires because the rim is pierced in addi-
  tion to the tire.  They also work well for destroying automobile engines.
  These slugs reduce the Threshold of the target by 1 (not perm.) when
  determing penetration and do 1 extra point of Integrity damage.
  Balance Rating: 1 
  Rubber Slug: This less-than-lethal 12-gauge shotgun shell fires a rel-
  atively soft, fin-stabilized, slug that deforms on contact with the target to
  transfer the force of the impact into the target more effectively.  In
  essence, it’s used to knock the crap out of you without causing any per-
  manent damage.  The projectile has a range of about 8 meters.  The slug
  causes 1d4 points of temporary damage and requires the target to make
  a successful System Shock check if hit in the head, chest, or abdomen
  to avoid becoming stunned and unable to act for 2d4 rounds.  If the tar-
  get is wearing armor, the round must do body point damage to have any affect. 
  Balance Rating: 1 
  SMARTGUN AMMUNITION
  Smart Gun Ammunition, Type A (Length 18cm):
  Marker Round: Target’s hit by a Marker Round become much easier
  prey for smart projectiles in seeker mode.  When a Marker Round hits
  a target it dispenses a cocktail of quick-drying UV paint, nanoids, and
  some noxious chemicals. The mix of materials inside a marker round
  and exactly how they identify the impact site as potential target to smart
  rounds is an industry secret.  Regardless, a Type A Marker Round
  increases the effectiveness of any round in seeker mode by 20%.
  Additional hits from marker rounds further increase the effectiveness of
  seeker rounds, but only by 5% for each additional hit, up to a maximum
  bonus of 50%.  A marker round does 1d4/2 points of damage to an
  unarmored target, but does no damage to armored targets – though it
  still marks armored targets normally. This round can not be fired in
  seeker mode and has no mechanism to prevent it from hitting friendly
  targets.  
  Safety Plus: This ammunition is identical to the standard ammunition,
  but Safety Plus ammo will detonate prematurely if the round is about to
  hit a designated friendly target.  The self-destruct explosion does 1d3
  points of concussion damage to the friendly target and to anything with-
  in a meter of that target.  These rounds do 1d6+1 points of concussion
  damage to hostile targets. No Integrity damage.
  When fired in seeker mode Safety Plus ammunition has a 25%
  chance to hit a target with a matching target profile. The round will
  “Methane breathers are
  particularly vulnerable to what is
  ’elemental’ or ’metallic’ mercury,
  which is pure mercury in its liquid
  state. That’s what’s in these shot-
  gun shells and mercuric bullets.
  Poisoning with metallic mercury, is
  usually is not fatal to oxygen
  breathers. Even deposits in the
  brain may be tolerated without
  causing any neurologic or psycho-
  logical symptoms.  However, other
  long-term side effects may occur,
  including urticaria, dermatitis,
  leukopenia, anemia, diarrhea,
  salivation, liver and kidney dam-
  age, nervous system damage
  including tremors, and mood and
  personality alterations.  But what
  Battlelord lives long enough to
  worry 
  about 
  long-term 
  side
  effects?” 
  PULSIE ON MERCURY POISONING
  TYPE
  TL
  AV
  COST
  5-6
  C
  5-6
  UC
  5-6
  UC
  5-6
  UC
  5-6
  UC
  500
  1,500
  2,000
  5,000
  1,000
  Marker Round
  Safety Plus
  Saftey Plus II
  Seeker Special
  Standard
  SMART GUN AMMUNITION, TYPE A
  
  attempt to search for a target for 3 seconds before it runs out of fuel.  If
  the round attempts to hit a strike a target but misses there is a 50%
  chance the round will strike something other than target preventing it
  from attempting another attack on the target next combat segment,
  assuming it hasn’t run out of fuel. 
  Safety Plus II: Standard Safety Plus rounds rely on an explosive charge
  to damage targets or self-destruct in the event of an imminent impact
  with a friendly target.  This explosive charge can still damage nearby
  targets.  The Safety Plus II round does not carry an explosive charge,
  but relies on its speed of impact to the damage the target, much like a
  conventional bullet.   If a Safety Plus II round is about to impact a
  friendly target small breaking rockets in the nose of the projectile fire
  to rapidly slow it.  If impact still occurs after the breaking rockets fire
  a bruise is the only damage an unarmored target is likely to suffer.  The
  breaking thrusters also trigger a mechanism that destroys tracking sys-
  tems in the round.  Like all smart gun ammo these shells can not be
  reused after firing, whether they hit their target or not.   These rounds
  do 1d6 points of damage to hostile targets (1 point of Integrity dam-
  age), and no damage to friendly targets. 
  When fired in seeker mode Safety Plus II ammunition has a 20%
  chance to hit a target with a matching target profile. The round will
  attempt to search for a target for 3 seconds before it runs out of fuel.  If
  the round attempts to hit a target but misses there is a 50% chance the
  round will strike something other than the target preventing it from
  attempting another attack on the target next combat segment, assuming
  it hasn’t run out of fuel. 
  Seeker Special: This ammunition is a modification of the Safety Plus
  ammunition, but features a more advanced target acquisition and navi-
  gation system.  The self-destruct explosion does 1d3 points of concus-
  sion damage to the friendly target and to anything within a meter of that
  target.  These rounds do 1d6 points of concussion damage to hostile
  targets. No Integrity damage.
  When fired in seeker mode Seeker Special ammunition has a 40%
  chance to hit a target with a matching target profile. The round will
  attempt to search for a target for 3 seconds before it runs out of fuel.  If
  the round attempts to hit a target but misses there is a 40% chance the
  round will strike something other than target preventing it from
  attempting another attack on the target next combat segment, assuming
  it hasn’t run out of fuel. 
  Standard Ammunition: This ammunition does 1d8 points of damage
  to any target struck (1 point of Integrity damage). It has no built-in
  safety features and will do full damage to any target struck, friend or
  enemy.  
  When fired in seeker mode standard ammunition has a 25%
  chance to hit a target with a matching target profile. The round will
  attempt to search for a target for 3 seconds before it runs out of fuel.  If
  the round attempts to hit a target but misses there is a 50% chance the
  round will strike something other than target preventing it from
  attempting another attack on the target next combat segment, assuming
  it hasn’t run out of fuel. 
  Smart Gun Ammunition, Type B (Length 30cm):
  Marker Round: Identical to the Type A round except it increases the
  effectiveness of any round in seeker mode by 25%.  Additional hits from
  marker rounds further increase the effectiveness of Seeker Rounds, but
  only by 10% for each additional hit, up to a maximum bonus of 75%. A
  marker round does 1d4 points of damage to an unarmored target, but
  does no damage to armored targets – though it still marks armored tar-
  gets normally.
  Safety Plus: The Type B version of the Safety Plus ammo does 2d4+2
  points of concussion damage to hostile targets, and 1d4 points of con-
  cussion damage to friendly targets - No Integrity damage.. Damage is
  also applied to anyone within 1 meter of the target.  In seeker mode it
  will search out a target for up to 4 seconds and has a 35% chance to hit
  a target with a matching target profile.  If the round attempts to hit a tar-
  get but misses there is a 65% chance the round will strike something
  other than target preventing it from attempting another attack on the
  target next combat segment, assuming it hasn’t run out of fuel. 
  Safety Plus II: The Type B version of the Safety Plus II ammo does 2d4
  points of damage to hostile targets (1 point of Integrity damage), but
  will not damage friendly targets.  In seeker mode it will search out a tar-
  get for up to 4 seconds and has a 35% chance to hit a target with a
  matching target profile.  If the round attempts to hit a target but miss-
  es there is a 65% chance the round will strike something other than tar-
  get preventing it from attempting another attack on the target next
  round, assuming it hasn’t run out of fuel.
  Seeker Special: The Type B version of the Seeker Special ammo does
  2d4 points of concussion damage to hostile targets, and 1d4 points of
  concussion damage to friendly targets. No Integrity damage. In seeker
  mode it will search out a target for up to 4 seconds and has a 45%
  chance to hit a target with a matching target profile.  If the round
  attempts to hit a target but misses there is a 55% chance the round will
  strike something other than target preventing it from attempting anoth-
  er attack on the target next combat segment, assuming it hasn’t run out of fuel. 
  Standard Ammunition: Identical to the Type A ammunition of the
  same name, but the larger round body allows for more fuel, payload,
  and larger sensor systems.  The Type B version of the standard ammo
  does 2d6+2 points of damage (1 point of Integrity damage).  In seek-
  er mode it will search out a target for up to 4 seconds and has a 35%
  chance to hit a target with a matching target profile.  The round’s larg-
  er size has some disadvantages.  If the round attempts to hit a target but
  misses there is a 65% chance the round will strike something other
  than target preventing it from attempting another attack on the target
  next combat segment, assuming it hasn’t run out of fuel. 
  75
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  AMMUNITION: SMARTGUNS
  TYPE
  TL
  AV
  COST
  5-6
  C
  5-6
  UC
  5-6
  UC
  5-6
  UC
  5-6
  UC
  Marker Round
  Safety Plus
  Saftey Plus II
  Seeker Special
  Standard
  1,000
  3,000
  5,000
  10,000
  2,000
  SMART GUN AMMUNITION, TYPE B
  
  76
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  5 • AMMUNITION: WEB GENERATORS
  AMMUNITION: WEB GENERATORS : Web 
  Corrosive Web Generator Ammo:  This organic-based adhesive is
  highly corrosive and does 2d6 points of Integrity damage per second to
  any armor section struck. The effect lasts for 3 seconds.  Corrosive
  Liners completely negates all damage caused by corrosive webbing.
  Multiple hits to the same area are cumulative, up to a maximum of 6d6
  per second.  Corrosive web generator glue can be purchased in same
  varieties as normal web generator glue, but the STR penalties for
  removing the glue is reduced by 15 points for all varieties. A special sol-
  vent can be purchased to dissolve this organic-based adhesive.  It works
  identically to the standard glue solvent, but can not used on standard
  web generator glue. Balance Rating: 2 
  Explosive Web Generator Ammo: This web generator glue sticks the
  target and hardens instantly. It has a 75% chance to splatter.  Any
  attempt by the target to move an appendage covered by the hardened
  glue causes the substance to explode.  Any outside force that impacts or
  breaks the hardened glue also causes it to explode.  The explosive glue
  does 3d6 points of concussive damage per section per glue gun hit.
  Additional hits in the same area are cumulative up to a maximum of 9d6
  per area, which means two hits to the arm would cause 6d6 points of
  damage if the glue explodes.  A special solvent is available to dissolve
  the explosive glue, but it takes 2d4 minutes per section per glue gun hit.
  Dissolving glue on a section of armor that was hit three times by explo-
  sive glue would take 6d4 minutes.  Once dissolved the explosive glue is
  rendered inert.  The glue is also inert and non-explosive in its liquid
  form, so shooting a glue gun loaded with explosive glue wont cause it
  to explode.  However, if you fail to roll under the weapon’s MN minus
  the damage the weapon took, it has sprung a leak.  Once the glue leaks
  out of the damaged weapon and hardens one second later it becomes
  explosive.  Web generators that are not dropped automatically stick to
  the shooter one second after they begin leaking.  My advice, if your web
  generator takes a hit, drop it fast and get back.  Damage from an
  exploding web generator is equal to the weapon’s Q minus the number
  shots already fired multiplied by 3d6.  Unless the weapon is immedi-
  ately dropped after being hit, damage is applied to the arm(s) holding
  the weapon and 1d4 other body sections take half damage – all con-
  cussive. Balance Rating: 3 
  Riot Foam: This web generator ammunition works identically to stan-
  dard web generator glue except that it rapidly expands to ten times its
  normal volume once it leaves the weapon.  Multiple hits from a glue gun
  loaded with riot foam can quickly fill up rooms or hallways blocking
  exits and restricting movement.  The foam fills up 1 cubic meter of
  space per shot, centered on the target.  Unlike normal web generator
  glue the foam is porous and victims covered in the foam will not suffo-
  cate.  In addition, gas attacks can be delivered through the foam to target. 
  The foam has a 50% chance to stick to another 1d4/2 body sec-
  tions as it expands (roll on the splatter table) and all Strength Checks
  to break free of the foam must be made at -50. A check must be made
  for each section hit.   Anyone with 1 meter of a target successfully hit
  with riot foam has a 50% chance per successful hit to be entangled in
  the foam (roll 1d4/2 hit locations)   So if Bob is standing within 1 meter
  of Geex who gets hit twice with riot foam from a web generator, Bob
  must make two d100 rolls. If both rolls are 50 or under then Bob is not
  stuck to Geex. 
  Riot foam remains sticky for days and anything touching the foam
  is likely to become entangled. It is nearly impossible to cut someone
  free from riot foam with a knife or sword.  In addition the foam is non-
  flammable so it can not be burned away.  Only riot foam solvent or
  items like Light Swords can be used to effectively cut a victim free. Riot
  foam solvent is a relatively simple compound, and the cops typically
  spray it around with fire hoses after the trouble-makers have been ’neu-
  tralized’. It’s not readily available to the public, however, and the for-
  mula isn’t well known. Those not having law enforcement connections
  can expect to pay about 500 credits for enough solvent to clean up 20
  size classes of beings. The alternative, of course, is to wait a few days
  until the foam breaks down on its own. Heavy rains can also weaken the
  strength of the foam by 10 to 50%.
  Balance Rating: 2
  Slick Spray: This new twist on web generator ammunition, this fluid is
  actually designed to make objects hit slippery rather than sticky.   If a
  character’s hand is hit by this oily spray they must make a MD check at
  -75 to grab any object that is not already held.  The same penalty is
  applied to grab an object that has been struck with slick spray. Once an
  object is successfully grabbed, the character still suffers a -40 to use (or
  shoot) the object because it is so slippery.  If a character’s legs are
  struck by slick spray they must make an AGL check at -75 or fall over if
  they attempt to move from the spot. BMs may require this roll if char-
  acters shoot a weapon with significant recoil.  A magnetic version of the
  fluid is also available (double price) that “sticks” to armor and metal
  weapons, while still making them slippery.  Slick spray does not splat-
  ter so the shooter must hose down each area they want slick. 
  Balance Rating: 2 
  Spy Glue: This type of web generator glue is transparent, odorless, col-
  orless, and remains sticky for days - a great way to stop pursuers after
  that botched industrial espionage mission or to keep people from steal-
  ing your stuff. Spy Glue can be purchased in the same varieties as nor-
  mal web generator glue, but the STR penalties for each variety are
  reduced by 15 points from their normal listing.  If shot at a stationary
  object, like the floor or a door, each shot of spy glue will cover about 1
  square meter of surface area regardless of glue type.  Ignore the splat-
  ter rules when shooting spy glue at targets other than personnel.
  Sighting checks must be made at -100 to spot a surface covered by spy glue.  
  Balance Rating: 1 
  Vector Glue: This chemically inert web generator glue can be impreg-
  nated with any insinuative poison. When the glue hardens it develops
  small, sharp, needle-like, protrusions that puncture the skin and cloth-
  TYPE
  TL
  AV
  COST
  4-6
  UC
  4-6
  R
  4-6
  UC
  4-6
  UC
  4-6
  UC
  5-6
  R
  Corrosive
  2x
  Explosive
  1,150
  Slick Spray
  350
  Spy Glue
  2x
  Vector Glue
  500
  Riot Foam
  1,000
  AMMUNITION: WEB GENERATORS PG. 8
  
  ing of any unarmored target (1d4/2 dam/section struck). Each addi-
  tional body area past the first that is successfully poisoned counts as
  one additional dose successfully delivered to the target’s blood stream.
  Each additional hit to the same body area also counts as one addi-
  tional dose of poison that has been successfully delivered to the target’s
  blood stream.  If a target moves an area that has been struck, an addi-
  tional dose of poison is delivered due to the body’s motion working the
  glue’s hard protrusions into the skin. 
  This glue will still stick to armor like normal web generator glue,
  but it will not be able to deliver it toxins to the target unless an unar-
  mored section is struck.  The glue is 90% ineffective against unar-
  mored, living, targets with a natural Threshold.  However, Gemini are
  totally immune to this method of poisoning.  Vector glue can be pur-
  chased in the same strengths as normal web generator glue.  Vector
  glue requires 3 “doses” of poison for every shot in the weapon, in order
  to fully saturate the glue (3 x Q = # poison doses for a full magazine).
  The poison and glue must be mixed before the weapon is loaded and
  fired.  Vector glue does not splatter and requires a STR check with a -
  40 penalty to remove. Attempting to remove the glue with an unarmored
  appendage will lead to an additional dose being injected into that
  appendage. 
  Balance Rating: 4 
  PMS2 MISSILES
  PMS2 missiles are not affected by ECM. The missile has been pro-
  grammed with its flight path and destination before it is even launched,
  and is simply traveling from point A to point B.  Radio jamming aimed
  at the missile, launcher, or updating K-Sat/Cam Flybot will prevent the
  missile from being updated with new target information while in flight.
  EMP affects PMS2 missiles normally.    All PMS2 missiles have the fol-
  lowing statistics: SMR vs. Electrical = 50. SMR vs. EMP = 45.
  Anti-Armor: These puppies are designed to take out those jerks that
  think they’re so tough in their fancy mechanized battle armor behind
  their precious Flux shields. BAH!  These rockets will do 1d4 HP to any
  target they hit! Integrity is reduced by 35 points.
  Balance Rating : 3 
  Anti-Personnel: This round is designed to take out lightly armored
  targets, and it’s cheap, cheap, cheap!  You can fire these all day and not
  have to worry about checking your credit.  An excellent choice for tak-
  ing out the enemy’s light-infantry.  These rounds do 6d6 points of dam-
  age to a single target. Integrity is reduced by 35 points.
  Balance Rating : 3 
  Anti-Structure: This very unique warhead is made to level buildings
  and other enemy fortifications.  The weapon’s hardened nose cone is
  designed to allow the warhead to penetrate a few meters into the target
  before it explodes.  Once it detonates, the shaped charge in the weapon
  releases a blast that travels horizontally outward 20 meters from the
  impact sight severing structural supports and conveniently eliminating
  any personnel in the path of the blast.  The Explosion does 20d6 points
  of damage, and anything damaged in the blast area also takes 40 points
  of Integrity damage.  Any object directly hit by this shell suffers 10d6
  points of damage. Integrity is reduced by 35 points for direct hits.
  Balance Rating : 4
  Anti-Vehicular: This PMS2 missile is designed specifically to take out
  enemy armored vehicles and light-tanks.  It does 4d6 HP of damage to
  anything it hits. Integrity is reduced by 35 points.
  Balance Rating : 3 
  Biological: Balshrom may know state-of-the-art, but they also know
  when “old school” works fine and doesn’t need changin’!  Another hold
  over from the old PMS days, the biological round was kept because it
  77
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  AMMUNITION: WEB GENERATORS - MISSILES: PMS2
  TYPE
   EMP
  THR
  IR
  ER
  ENC
  COST
  85
  20
  35
  45,000
  15
  85
  20
  35
  15
  85
  20
  40
  15
  85
  20
  35
  15
  85
  20
  35
  15
  85
  20
  35
  15
  85
  20
  35
  15
  85
  20
  35
  15
  45,000
  45,000
  45,000
  45,000
  45,000
  45,000
  45,000
  Anti-Armor
  Anti-Personnel
  Anti-Structure
  Anti-Vehicular
  Biological 
  Chemical
  Incindiary
  Napalm
  32,000
  8,000
  50,000
  60,000
  30,000
  30,000
  60,000
  8,000
  PMS2 MISSILES PG. 8
  “Sometimes, you gotta
  be slick…oh yeah! The best
  defense here is to have your
  armor Teflon coated. It’s very
  cheap and pretty effective at
  keeping glue rounds (and mega-
  glue or tape!) from sticking to
  your armor.  Plus, if you’re one
  of those melee types, it’s easier
  to clean off the blood and
  entrails later!”
  PULSIE ON WEB GENERATORS
  
  was a warhead that set the PMS systems apart from other long-range
  artillery systems.   Cost and weapon-effects are identical to the old PMS
  Biological missile.
  Balance Rating : 3 
  Chemical: Even though Balshrom’s new focus with PMS munitions is
  pinpoint accuracy, these area-effect warheads were retained because of
  their popularity… and their unique ability to spew chemical weapons
  on unsuspecting victims over 28 miles away.  Cost and weapon-effects
  are identical to the old PMS Chemical missile.
  Balance Rating : 3 
  Incendiary: Ok, so not every PMS2 round is designed to affect only a
  single target, but their inherent accuracy means that you can deliver an
  area-effect munition to an exact spot, maximizing its effect – for
  instance you could shoot one of these through a building window, set-
  ting all the occupants of that building on fire.  Always fun unless you’re
  one of the building’s occupants.  This warhead releases a highly com-
  pressed flammable gas upon detonation. The gas is blasted out of the
  warhead, out to 10 meters before it ignites which automatically sets
  anything flammable on fire and the explosion does 2d12 damage to
  anything in the blast radius.  Armored suits hit by this round must make
  a Fire SMR as detailed in the main rulebook. 
  Balance Rating : 3 
  Napalm: Unlike the incendiary warhead, this warhead caries just
  enough gelled napalm to envelope a single target.  Any target struck by
  the missile is immediately set ablaze, with every body section automati-
  cally covered in flames. Anyone with 2 meters is also likely to set on fire
  (1d4 body sections).  The napalm will burn for 2d4 rounds causing 1
  point of damage to every body area or armor section that is on fire –
  ignoring Threshold.  Hope your target has a closed-face helmet and
  environmental containment because there won’t be any air left to breath
  when they’re covered in flames.   Immersing the target in water or using
  the stop-drop-and-roll technique will not extinguish the burning
  napalm, but a Halon System will.  Armored suits hit by this round must
  make a Fire SMR as detailed in the main rulebook.
  Balance Rating : 3 
  MISSILE TECHNOLOGY - REFLEX MISSILES
  Chaff Missile: This missile explodes about 5 meters over the target
  releasing a cloud of radar scrambling chaff that covers the target and
  anything within 15-meters of it.  The chaff remains airborne for 1 com-
  bat round before it all falls to the ground.  Anything in the cloud or
  scanning through the cloud has its radar systems reduced by 50% (treat
  as ECM of 50, but is not negatable by ECCM).  This reduces the chance
  for the target’s radar to home in on incoming Reflex missiles.  It also
  reduces the chance for incoming Reflex missiles to hit the target when
  using radar by 50%, but the missiles can use their optical target acqui-
  sition (UV, IR, Visual) systems with only a 15% penalty from the snow-
  like cloud. 
  Balance Rating: 4 
  HARM Sensor System: A HARM sensor replaces the standard
  radar/IR/UV/TV sensor array found in a warhead.  HARM is an acronym
  for Homing-Anti-Radar-Missile.  It used to stand for Homing-Anti-
  Radiation-Missile.  The HARM missile follows enemy radar back down
  to the emitter. It’s a great way to take out the guy with the laser anti-mis-
  sile system if you can get one through to the target. The chance for the
  shooter’s HARM-equipped Reflex Missile to hit the target is equal to the
  Track number of the Radar Package on the target’s Radar Package, not
  on the shooter’s Radar Package. The stronger the radar the easier it is
  to find.  These missiles are also a great way to take out the expensive
  Farsight Combat Array if you use a missile that can get through its Flux
  shield.   A HARM sensor system costs 500 credits.  For an additional
  50% increase to the cost of the missile you can add the HARM sensor
  in addition to the existing radar/IR/UV/Visual tracking system, rather
  than replacing it. Reflex missiles equiped with a HARM sensor in addi-
  tion to their existing sensors will still use the tracking method that pro-
  vides the best chance of hitting the target (highest accuracy after mod-
  ifiers applied).  
  Balance Rating: 2 
  Mirv-2: Sure Reflex missiles are cheap compared to the LAMS and
  Radar Packages needed to defend against them, but that doesn’t make
  you feel any better when those damn LAMS are shooting down every sin-
  gle missile you launch at the target.  That bill starts to add up and soon
  you’re thinking that the guy who spent half a mil on his LAMS got the
  better end of the deal.  To address that problem Warmonger Industries
  has introduced the Mirv-2.   This Reflex missile breaks apart the instant
  it’s tagged with enemy radar and releases 8 smaller missiles that con-
  tinue to the target (each hitting a random location).  Each of the sub-
  munitions does 1d6x10 points of damage (5 points of Integrity dam-
  age) and has an accuracy of 80% out to 15km.  Sure, they may not do
  much damage, but pop off one of these babies followed by something
  big and by the time the enemy LAMS have worked on the Mirv-2’s sub-
  munitions, there will be no time to take out the follow-up missile. 
  Balance Rating: 4
  Super Mirv: This Mirv system was designed to deal with LAMS.  When
  the MIRV is hit by radar it releases 6 dummy sub-munitions that fly
  ahead of the primary warhead.  LAMS will strike the closest targets (the
  6 dummy warheads) before they will fire on the primary warhead.  The
  dummy warheads do 1d8 points of damage through the sheer force of
  their impact (1 point of Integrity damage). The primary warhead does
  6d6x10 points of damage.  The weapon has an 95% accuracy out to 20km. 
  Balance Rating: 5
  78
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  5 • MISSILES: PMS2 - REFLEX
  TYPE
   EMP
  THR
  IR
  ER
  ENC
  COST
  35
  -
  25
  1,000
  7
  -
  -
  -
  -
  35
  -
  25
  7
  35
  -
  25
  7
  -
  15,000
  20,000
  5,000
  spec
  35,000
  40,000
  Chaff Missile
  Harm Sensor 
  Mirv-2
  Super Mirv
  REFLEX MISSILES PG. 8
  
  79
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  RULES
  RULES
  
  A-GRAV VS. I-GRAV
  Why can’t you “stack” a-grav systems?  If I pick up my weapon with a
  built-in-a-grav unit and I’m wearing a heavy belt why doesn’t the
  weapon get even lighter?  The answer to that question is complicated,
  but let’s use an analogy to simply things a bit. A-grav is short for Anti-
  Gravity, which is not the same thing as negative gravity. A-grav units
  don’t stack because they act like gravity filters. The more gravitrons an
  a-grav unit filters out, the less an object under its effects weighs.
  However, putting a smaller filter in line with a larger filter does nothing,
  since the larger filter is going to filter out anything the smaller filter
  would have affected. So, in other words, adding an A-grav Belt and a
  Heavy Belt together would only result in the same affect as a Heavy Belt
  itself, because it’s more powerful than the smaller A-grav Belt. If you
  want more Anti-Gravity, you need to buy a more powerful a-grav system,
  in this case an Xtra Heavy Belt.  Note: All armor-option a-grav systems
  are more powerful than any weapon mounted a-grav system.
  Inertial Gravity Units, which are mounted on some high-end weapon
  systems, serve a different purpose than a-grav systems. Inertial Gravity or
  I-grav units soaks up the recoil from the weapon fire, thus allowing the
  weapon to be more accurate. However, these devices do not reduce the
  weapon’s weight with respect to gravity.  In fact, the gravity pulse gener-
  ated by an I-grav system actually increases the weight of the weapon
  using the system, but it’s only for a very short period of time – about a
  millionth of a second. This short-term increase in weight is enough to
  counter the inertial force, but not enough to cause the weapon to drop
  out of your hands.
  DAMAGE-TO-DIE-ROLL CONVERSIONS - PRIMER
  In order to preserve game balance, Battlelord’s game mechanics some-
  times require non-standard rolls: multiple rolls of the same die, or sin-
  gle/multiple rolls of a die with more points added on at the end. The
  easiest way to figure out odd die combinations is to go through the fol-
  lowing steps:
  1) Start by dividing the maximum by the minimum. Often this will result
  in the die you need to roll (ex: 4-48. Divide 48 by 4, and you get 12. So
  roll 4d12.) The minimum damage, which in this case is 4, is the num-
  ber of times you need to roll that die.
  2) If that doesn’t get you a standard die result, find the difference
  between the minimum and 1. Subtract that difference from the maxi-
  mum. If this leaves you at a standard die number, roll that die and add
  that difference between the minimum and 1. (Ex: 3-10. Subtract 1 from
  3 to get 2. Subtract 2 from 10, and you get 8, a standard die. So roll 1d8
  and add 2 or 1d8+2)
  3) If this doesn’t work, find the difference between the minimum and
  2. Subtract that number from the maximum, and then divide by 2. (Ex:
  4-26. Subtract 2 from 4 to get 2. Subtract that 2 from 26, then divide by
  2 to get 12. So the roll is 2d12+2.
  4) In a very few cases, you will need to try finding the difference
  between the minimum and 3, subtracting that number from the maxi-
  mum and dividing by 3, or finding the difference between the minimum
  and 4, subtracting that difference from the maximum and dividing by 4, etc.
  5) There may be cases where multiple die combinations will work. For
  example, 3-12 could be rolled as 1d10+2 or as 3d4. In these instances,
  pick whichever method you prefer if none is specified.
  That being said, we’ll really try to keep weird die rolls to a minimum
  and from now on we’ll list the actual dice to roll in the description. 
  DISPLACEMENT DEVICES - OPTIONAL RULES
  Using your displacer as a weapon
  If the safety features are removed (level 25 check) from a displacement
  device it functions like a disintegrator – assuming it still works.  The
  displacement device must be in contact with the target/victim in order
  to damage it. Displacement devices, when used as a weapon, will do
  damage to the target equal to its range in meters. This damage is
  applied directly to the object or armor/body section the displacement
  device is in contact with.  Displacement devices can not be used bypass
  armor except under certain conditions (see below). The damage done
  by the displacement device when used in the fashion is in Body Points
  or AI; Whichever is appropriate for the target.
  Removing the safeties
  Removing the safety mechanisms from a displacement device is
  extremely difficult. They are specifically built to prevent this from hap-
  pening. To deprogram the safety features out of a displacement device
  requires a successful Computer (Basic/Coding) check at level 25.
  Failure to make this programming check indicates the device malfunc-
  tions and activates attacking the deprogrammer (random location). A
  roll of 00 indicates the device has been destroyed and it does double
  damage to the deprogrammer.
  Using the Device after deprogramming
  Take the amount by which the user succeeds at their programming
  check (level 25 difficulty) and divided this total by 3. This is the per-
  centage chance for the displacement device to work after the tamper-
  ing, up to a maximum of 75%. Failure of the device to function correctly
  after a successful programming check indicates the device malfunc-
  tions and does not activate. A roll of 00 indicates the device has been
  destroyed. For example, If I have a target number of 140 and I roll a
  92, then I made my skill check by 48 points. As a result I have a 16%
  chance (48 / 3 = 16) for the displacement device to function as a
  weapon after I finish screwing with it. Balance Rating: 4
  Bypassing Armor: Ok, let’s assumed you’ve successfully disabled the
  safeties on your personal displacement device and it still manages to
  function correctly.  If you want to get really nasty, you can hook it up to
  your bodycomp or PCD and make a programming check (level 20 dif-
  ficulty) and instruct the device to bypass the armor worn by a target.
  You still have to stick the thing to the target and activate it. Obviously the
  target can’t have a Flux up for that to work, and you can’t attack them
  through a Flux no matter how long you tinker with it so don’t even try.
  Once it’s attached to the target, if it successfully activates, it will teleport
  away a portion of the target inside the armor doing damage equal to its
  range in meters. Balance Rating: 5
  80
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  6 • RULES:  A-GRAV - DISPLACEMENT DEVICES
  
  81
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  RULES: DISPLACEMENT DEVICES - FIRE
  ENERGY CONSUMPTION - ADDITIONAL RULES
  Note: The following example is an extension of the rules found on page
  140 of Lock-N-Load: Weapons & Tactics. The rules shown below
  assume you have already read the aforementioned text. 
  Partial Charge Fire: As a side note if you had if you had 5 points of
  power left in the laser weapon as a result of a parasite attack you could
  still fire it but the weapon would do a maximum of 5 points of damage.
  12 max damage at full charge
  12 points of energy for a full power shot  (1 point energy / 1 point dam)
  5 points of energy remaining
  5/12 = 0.42
  0.42 X 12 = 5 points max damage.
  MN roll penalty: +7 (See below).
  If you had 5 points of energy left in the Omega weapon you would be in
  far worse shape. 
  24 max damage
  120 points of energy for a full power shot.
  5 points of energy remaining
  5/120 = 0.041
  24 X 0.041 = 1 point max damage.
  MN roll penalty: +115. Ouch. (See below).
  MN Roll Penalty: The weapon must make an immediate malfunction
  roll if it fires with a partial charge, adding a penalty to the roll equal to
  the difference between EC required to the fire the weapon with a full
  charge and the energy used to fire the partial charge shot. For example,
  if a weapon requires 25 points to fire a fully-charged shot, and it was
  fired with only 5 points of energy left in the power pack, the malfunc-
  tion roll must be made with a 20 point (25 - 5 = 20) penalty added to
  the MN roll.  If the roll and the penalty exceed the MN value for the
  weapon the player must immediately roll on the Malfunction Table
  (Battlelords, Pg 231) for the appropriate weapon system.  No penalty is
  applied to rolls made on the Malfunction Table, but any result is applied
  before the weapon fires with its partial charge. 
  Balance Rating: 1 
  EXPLOSIONS & CONCUSSIVE DAMAGE
  Unless a weapon specifically says it ignores Threshold than you should
  always assume that damage from the weapon will be reduced by the
  Threshold of any armor hit.  Weapon descriptions that specifically lists
  the damage as "concussive,” "transnational,” or "omega-pulse” ignore
  the target’s Threshold.  This rule also applies to explosives and explo-
  sions.  
  The above rule also works when dealing with Absorption.  Unless a
  description specifically says that Absorption is ignored, then the damage
  is reduced by the target’s absorption polymers (if any). 
  FIRE - OPTIONAL RULES
  When dealing with unarmored characters that are set on fire, the fire
  has a 50% chance to spread to an adjacent body area every second.
  Each body area that is on fire causes 1 point of damage every second.
  The fire will continue to spread, one body area per second (50%
  chance), until it is extinguished or the character is entirely engulfed in
  flame. This rate of spreading assumes that no effort is made by the
  character to extinguish the flames.  
  Unarmored characters that are on fire must succeed in making an
  Aggression check or panic. Characters that panic can not attempt to
  extinguish the flames. Panicked characters can do nothing but flail
  wildly or run, until they succeed in making an Aggression check. On
  panicked characters the flames will automatically spread to an adja-
  cent body area once per second, due to the character’s wild flailing,
  which fans the flames. No roll is necessary to determine if the flames
  spread.
  Unarmored characters that have their heads covered in flames
  must make a Constitution check at -50 for every second their head is on
  fire. Failure indicates the character has passed out from lack of breath-
  able air. Once the character has failed this check they can not be revived
  until the flames have been extinguished. 
  Unarmored characters that succeed in making their Aggression
  check can attempt to extinguish the flames or ignore them. Characters
  may attempt to pat out the flames with whatever is available by making
  a successful Agility check at -40. Success indicates that the fire has been
  extinguished on one body area. Additional successful Agility checks will
  be required if more than one body area is on fire. Obviously, since the
  fire continues to spread the “pat the fire out” method does not work
  well when a character has more than one body area on fire.
  Alternatively, characters can use the stop-drop-and-roll technique, by
  making an Agility check at -20. Success with the stop-drop-and-roll
  method indicates that the fire has been extinguished on 1d4 body areas
  (randomly determined).
  Typically, jumping into water will automatically extinguish normal
  flames, but will not extinguish flames caused by napalm, flame-throw-
  ers, or other military fire-based weapons. In these special cases the
  flames may be more difficult to extinguish. Be sure to check with your
  BM and the weapon’s description.
  Most of the time armored characters are not required to make
  Aggression checks if they are on fire. They must still make a successful
  Agility check, as described above, in order to extinguish the flames.
  WEAPON SYSTEM
  EC
  3
  Atomic Dispacers
  Lasers - Painting Lasers
  Parasites
  Rad Cannons
  5
  0.5
  2
  EC FOR NEW WEAPON SYSTEMS
  
  82
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  6 • RULES: HUMOR - SPACE ALLOCATION
  However, under certain conditions armored characters are required to
  make an Aggression check when on fire. 
  1) The character’s body is totally engulfed in flame
  2) If the character’s head is engulfed in flame and they do not have
  Environmental Containment on their armor.
  3) If the character’s armor does not completely cover their body
  (open-faced helmet, street clothes, etc.) and an exposed body
  part is on fire.
  Failure to make a successful Aggression check under these conditions
  means the character has panicked.   Note: Armor doesn’t burn and
  must be covered in napalm or some other fuel-source to sustain the fire
  and for the fire to spread.  Balance Rating: 1 
  HUMOR
  Mutzachan terms for falling: 
  “Lateral Torsion Adjustment”
  “Kinetic Energy Dump”
  “Inertial Mass Transference”
  “Quantum HeteroDynamic Gluon Amalgamation”
  “It’s not that falling is bad, the problem is the Deconstructive Litho-
  braking at the end...”
  - J. Random Mutzachan
  The Battlelord’s Random Weapon Generator!
  http://www.byov.com/cgi-bin/lnl.pl
  QUESTION: How do Thermatics work?
  ANSWER: They will work by beaming dozens of munchkin-like ques-
  tions into the brain of the target in a really annoying voice, utilizing the
  increased body heat generated from the target’s intense frustration,
  eventually leading to spontaneous combustion. 
  New Archaic Hand Weapon:
  The 12’ pole of Battlelords.  Now 20% better than the 10’ pole!. A
  favorite of bomb squads everywhere! TL: 1, AV: U (10’ = P)
  Balance Rating: -1 
  Ammunition: Mag Gun
  Flux Capacitor: Anyone struck by this round who later reaches a
  speed of 88mph will be transported to 1955.  TL: 3, AV: U
  Balance Rating: 600 
  PROTECTIVE COATINGS FOR WEAPONS
  Certain protective armor options can also be applied to weapons.
  These include Anti-Laser Coating, Anti-A/R Grenades, Corrosive
  Protection, Crystalline Coating, Insulation (EMP), Radar Absorbent
  Coating, and even Spikes can be affixed to weaponry (BM’s discretion).
  The list is not exhaustive, and the BM is the final arbitrator of what
  armor options can and can not be applied to your weapon systems, and
  the final effects of doing so. 
  Typically, the cost to apply an armor option to a weapon is 1/4 the
  normal price.  The same armor option compatibility rules that apply to
  armor still apply when you use those options on your weaponry.  See
  Appendix A for more information.
  RECOVERING FROM BERSERK/SUICIDAL
  Once a character has gone berserk or suicidal, he remains in that state
  until the situation that caused him to go berserk or suicidal ends.  Note
  that the situation needs to be specific; being in combat is not an exact
  enough situation, being in combat and stuck in a foxhole, wounded,
  with someone charging you would be. When the situation has ended, an
  Aggression roll must be made. A success (rolling under your charac-
  ter‘s AGG score) means you have recovered from being berserked or
  suicidal.  A failure indicates your character continues their madness. 
  You cannot decide when your character goes berserk or suicidal
  just to gain the combat bonuses. The BM determines if the situation
  warrants an Aggression check based how high your character’s
  Aggression Primary Statistic is and on the situation.
  SPACE ALLOCATION FOR ARMOR OPTIONS
  It is important to note that some sections of an armored suit have been
  subdivided into even smaller sections when dealing with Space. For
  example, the Hit Location table on page 280 of the main Battlelords
  rulebook indicates that you can hit the left arm and the right arm.
  However, the armor option Space Allocation table on page 105 of the
  same book indicates that there are upper and lower sections for both
  arms and both legs.  Dividing the arms and legs into even smaller sec-
  tions than what is depicted on the Hit Location chart is only relevant
  when dealing with Space. 
  This is because it is impractical to mount an armor option that
  spans the entire length of your arm or your leg. If you have an option
  that runs the full length of your arm, it makes it very hard to bend at the
  elbow. There are some exceptions. Armor options like Ablative Liner
  and additional Absorption are counted as affecting the arm or leg as a
  whole, regardless of whether they’re mounted in the upper or lower
  section of that arm or leg.
  Typically players will not be allowed to “spread” the required space
  for an armor option between multiple Space Allocation sections.  This
  means that some larger armor options can not be used by characters
  with smaller Size Classes. For example, Size Class 3 and smaller char-
  acters are prevented from utilizing things like Jet Packs, simply because
  they lack the available space to house it in a single section.   
  Benevolent BMs, of course, have the option of allowing armor
  options to be modified or make different sized versions available.
  Obviously a Jet Pack that can be mounted on a Size Class 2 armored suit
  wouldn’t have as good of capabilities as the standard one, otherwise
  everyone would just buy the smaller version to save the space.  As a
  result, some fiddling with the options statistics and capabilities is
  required on the BMs part.  It is a free-market Alliance, so if there is a
  need for something, chances are you can find it somewhere. 
  Lastly, it’s important to reiterate that arms and legs are only treated
  as having upper and lower sections when dealing with Space allocation
  and armor options.  For purposes of hit locations, critical hits, etc. each
  arm and each leg are treated as a whole (1 section).  
  
  83
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  APPENDICES
  APPENDICES
  
  ARMOR OPTION COMPATIBILITY
  The following chart lists which “field generating” armor options
  can not be in use simultaneously, as well as other armor options that
  may not play nice together.  
  Table Key: 
  N: Cannot be mounted on the same suit of armor
  A: Cannot be activated simultaneously
  #: Refer to the notes below the table for specific issues.
  An empty cell in the table indicates no compatibility issues.
  84
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  7 • APPENDIX A: ARMOR OPTION COMPATIBILITY
  ARMOR OPTION COMPATIBILITY TABLE
  Anti-A/R Grenades
  Anti-Grav Belt
  Anti-Laser Coating
  Anti-Mag Generator
  Anti-Plas Generator
  Anti-Wave Generator
  Camoflage Unit
  Combat Shield
  Corrosive Protection
  Electromag Converter
  Feynman Field Generator
  Flux Shield
  Force Shield
  Frictionless Flux
  Grounding System
  Halon System
  Heat Sink
  Heavy Belt
  KE Shield
  Laser Shield
  Lizard Tail Plating
  Mag Deflection Generator
  Mag Distruptor
  Mine Detector
  Molecular Phase System
  NEC
  Non-Stick Coating
  Phase Nullification System
  Polymerized Armor
  Radar Absorbent Coating
  Shield
  Smoke Generator
  Thermal Generator
  Toaster System
  Xtra Heavy Belt
  Anti-A/R Grenades
  3
  Anti-Grav Belt
  A
  A
  Anti-Laser Coating
  N
  1
  4
  N
  N
  Anti-Mag Generator
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  Anti-Plas Generator
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  Anti-Wave Generator
  Camoflage Unit
  N
  4
  N
  N
  Combat Shield
  N
  N
  Corrosive Protection
  1
  4
  N
  1
  Electromag Converter
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  Feynman Field Generator
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  Flux Shield
  3
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  Force Shield
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  Frictionless Flux
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  Grounding System
  Halon System
  A
  Heat Sink
  2
  Heavy Belt
  A
  A
  KE Shield
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  Laser Shield
  N
  N
  Lizard Tail Plating
  Mag Deflection Generator
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  Mag Distruptor
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  Mine Detector
  Molecular Phase System
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  NEC
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  Non-Stick Coating
  N
  N
  N
  4
  N
  Phase Nullification System
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  Polymerized Armor
  Radar Absorbent Coating
  N
  N
  1
  4
  N
  Shield
  N
  N
  Smoke Generator
  A
  Thermal Generator
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  Toaster System
  2
  Xtra Heavy Belt
  A
  A
  1: Corrosive Protection is a clear coating, and as such may only be installed over the top of the other coating.
  2: Heat Sinks cut the effectiveness of Toaster Systems in half.
  3: Microgrenades surrounded by a flux shield will not be activated by an A/R beam.
  4. Surface coating armor options may be purchased to coat the lizard tail plating, the armor under the plating, or both. Note that any coatings on the Lizard
  Tail Plating will be lost with the plating, and any coatings under the plating will not be effective until the plating is lost.
  
  85
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  APPENDIX  B: METAL ARMOR OPTION LISTING
  METAL ARMOR OPTION LISTING
  If you’re packing an A/R beam or plan on buying organic armor then
  you’re going to want to take a look at these charts, which summarizes
  what armor options are metal and whether they can be purchased in a
  non-metal form. 
  METAL = If it says “Yes” then it’s made out of metal! 
  MOD = Additional cost to purchase non-metal version. If a non-
  metallic version of the armor option is available add 100% to the
  cost mod and multiply the original cost by that percentage to deter-
  mine the price of the non-metallic version. (Example: 100% + Mod
  of 25% = 125%. 125% x Cost = Price for non-metal version) 
  NM Avail? = Yes indicates that a Non-metallic version of the armor 
  option is available. 
  COST = Option’s original cost
  Note: Most modern mines are non-metallic as well.
  Ablative Liner
  Yes
  25%
  Yes
  250
  Air Supply
  Yes
  25%
  Yes
  750
  Altimeter
  Yes
  N/A
  No
  200
  AMM
  Yes
  N/A
  No
  25,000
  Anti-Grav Belt
  Yes
  N/A
  No
  75,000
  Anti-Magnetic Generator
  No
  N/A
  No
  25,000
  Anti-Plas Generator
  Yes
  N/A
  No
  75,000
  Auto Doc
  Yes
  25%
  Yes
  5,000
  Auto Injector
  Yes
  25%
  Yes
  3,500
  Auto Laser Cannon
  Yes
  N/A
  No
  1.2M
  Auto Minelayer
  Yes
  25%
  Yes
  15,000
  BMH (basic)
  Yes
  50%
  Yes
  1,500
  BMH (look and shoot)
  Yes
  50%
  Yes
  35,000
  BMH-Ultra
  Yes
  50%
  Yes
  60,000
  Body Flares
  Yes
  50%
  Yes
  10,000
  Camouflage Unit
  No
  N/A
  No
  3,500
  Carrying Case
  Yes
  -25%
  Yes
  10,000
  Combat Shield
  Yes
  50%
  Yes
  5,000
  Corrosive Protection
  No
  N/A
  No
  1,000
  Cryo Option
  No
  N/A
  No
  25,000
  Defoliator
  No
  N/A
  No
  3,000
  Displacement Device
  Yes
  N/A
  No
  75,000
  Drop Bag
  Yes
  N/A
  No
  5,000
  ECM (Cost per +01 mod)
  No
  N/A
  No
  2,000
  Electromag Converter
  Yes
  N/A
  No
  25,000
  Emergency Exit
  Yes
  50%
  Yes
  2,500
  Environmental Containment
  No
  N/A
  No
  1,400
  EZ-IFF
  No
  N/A
  No
  4,000
  Flotation Device
  No
  N/A
  No
  2,000
  Flux Shield
  Yes
  N/A
  No
  150,000
  Foot Claws
  Yes
  N/A
  No
  4,000
  Force Shield
  Yes
  N/A
  No
  3.0M
  Gills
  No
  N/A
  No
  2,500
  Grappling Hoist
  Yes
  50%
  Yes
  1,500
  Grenade Launcher
  Yes
  N/A
  No
  5,000
  Gyro Stabilizer
  Yes
  N/A
  No
  2,000
  Heavy Belt
  Yes
  N/A
  No
  125,000
  Holographic Generator
  No
  N/A
  No
  250,000
  HIC
  No
  N/A
  No
  80,000
  Hover Jets
  Yes
  N/A
  No
  18,000
  IFF Beacon
  No
  N/A
  No
  3,500
  Infrared Dampener
  No
  N/A
  No
  4,500
  Infrared Discriminator
  No
  N/A
  No
  15,000
  Insulation (EMP)
  Yes
  75%
  Yes
  20,000
  Integron
  No
  N/A
  No
  2,500
  Internal Flotation Systems
  No
  N/A
  No
  8,000
  Internal Food Processor
  No
  N/A
  No
  1,000
  Jet Pack
  Yes
  N/A
  No
  35,000
  Jump Pads
  Yes
  50%
  Yes
  10,000
  Kinetic Energy Shield
  Yes
  50%
  Yes
  20,000
  ARMOR OPTION
  METAL
  MOD NM Avail?
  COST
  METAL ARMOR OPTIONS - LNL: AE&C
  COST
  No
  N/A
  No
  No
  N/A
  No
  No
  N/A
  No
  Yes
  N/A
  No
  Yes
  25%
  Yes
  Jammer Detector
  No
  N/A
  No
  Frictionless Flux
  Yes
  N/A
  No
  Grenade Pusher
  Yes
  N/A
  No
  Grounding System
  Yes
  75%
  Yes
  Halon System
  Yes
  100%
  Yes
  Heat Sinks
  Yes
  75%
  Yes
  Anti-Laser Coating
  Yes
  75%
  Yes
  Anti-Wave Generator
  No
  N/A
  No
  Anti-A/R Grenades
  Yes
  N/A
  No
  Feynman Field Generator
  No
  N/A
  No
  ARMOR OPTION
  METAL
  MOD NM Avail?
  Chaff Ejector
  Yes
  N/A
  No
  Crystalline Coating
  No
  N/A
  No
  Crystal Shield
  No
  N/A
  No
  Fire Control Computer
  No
  N/A
  No
  Flux Shield 2
  Yes
  N/A
  No
  Flux Shield 3
  Yes
  N/A
  No
  Flux Shield 4
  Yes
  N/A
  No
  Flux Shield 5
  Yes
  N/A
  No
  Internalized Weapon
  Yes
  N/A
  No
  Hard Point
  Yes
  25%
  Yes
  Non-Stick Coating
  Polymerized Armor
  NEC
  Lizard Tail Plating
  Mine Detector
  Liquid Rad Liner
  SAWM (Small)
  SAWM (Large)
  Spikes
  Toaster System
  Yes
  N/A
  No
  Yes
  75%
  Yes
  Yes
  75%
  Yes
  Yes
  75%
  Yes
  Yes
  50%
  Yes
  100
  spec
  30,000
  500*
  10,000
  2,000*
  10,000
  6,000
  300
  500*
  40,000
  2,000
  200
  20,000
  1,500
  20,000
  20,000
  3,000*
  120,000
  1.0M
  1.5M
  2.0M
  2.5M
  var
  250 x Size
  5,000
  20,000
  35,000
  1000 x SC
  10,000
  METAL ARMOR OPTIONS - LNL: RL
  
  86
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  7 • APPENDIX B & C - METAL ARMOR OPTIONS & NOISE LEVEL
  NOISE LEVEL
  The Noise Levels listed below are typical for the systems listed.  Levels
  may very from weapon to weapon or with ammunition type (BMs dis-
  cretion).  Positive Noise Levels indicate loud weapons that are easier to
  hear.  Negative Noise Levels indicate exceptionally quiet weapons.
  Weapons marked “Silent” make no noise and can not be detected by
  making a hearing check, though sometimes silent weapons give them-
  selves away in other ways.  
  Multiply the level listed by 10% to determine the amount to apply to
  the character’s hearing check.  For example, a Noise Level of +5 would
  impart a 50% bonus to the character’s chance to hear the weapon being
  fired. A Noise Level of -3 would reduce the character’s chance to hear
  they weapon being fired by 30%.  
  All modifiers assume the characters are standing next to the
  weapon (within 1 meter).   At this range the listener has a base of 100%
  to hear anything, modified by their Hearing Modifier, which is based on
  the Character’s Intuition (Mental Bonus) and species. Obviously if
  you’re standing right next to the weapon you’re likely to hear it being
  fired unless it is totally silent or you are deaf.   
  The Noise Level for the weapon being fired decreases by 1 for every
  5-meters of distance between the weapon and the listener.  So if a
  weapon had a Noise Level of 5 and the listener walked 10 meters away
  the target the Noise Level of the weapon would decrease by 2 points
  down to a Noise Level of 3.  This gives the listener only a +30% to hear
  the weapon at that range.  
  Optional Rules: Hearing Loss.  
  Guns, in general, are loud and noisy things.  Shooting them without
  proper hearing protection will eventually lead to permanent hearing
  loss.   You think the guy with the machine gun has it bad, now imagine
  shooting anti-tank rockets all day. “He’s over there!”  “What?” 
  Characters that fire loud weapons without hearing protection may
  be temporarily deafened. Take the Noise Level of the weapon being
  fired, multiply it by 10, and subtract it from the character’s hearing
  modifier.  This temporary penalty is applied for 1d4 hours.  Additional
  penalties are not cumulative, but a new penalty will override a previous
  penalty if it is worse - adding another 1d4 hours to any remaining
  penalty time. This is why nobody stands next to the artillery piece if they
  don’t have to.
  For example, if your hearing modifier is reduced to -70 for one
  hour by firing a machine gun without any hearing protection then you
  won’t take any further penalty for again firing a machine gun, until 1
  hour has elapsed and your hearing has recovered. Now let’s assume
  that your character drops the machine gun 30 minutes after initially fir-
  ing it and picks up an Omega weapon. The Omega weapon  imparts a -
  90 penalty to your hearing, thus it overrides the previous penalty
  because the new penalty is worse (larger value, ignoring the negative
  sign).  Remember that if a new penalty overrides a previous one its
  duration adds to any duration remaining from the original penalty.  Let’s
  assume in this case the Omega weapon’s penalty will last for two hours.
  So now the character’s hearing modifier is temporarily reduced to -90
  for two and a half hours (30 minutes left from the machine gun plus
  two hours for the Omega weapon).  Despite your character’s previous
  (temporary) hearing loss from firing the machine gun, the Omega
  weapon is so loud it further deafened the character. In essence, the
  Omega weapon is more deafening than the machine gun.  
  Weapons that have a Noise Level of 5 or more will cause permanent
  hearing loss if fired by a character without hearing protection.  Take the
  Noise Level of the weapon and subtract 4 from it to determine the
  amount that is permanently subtracted from the character’s hearing
  modifier. Do not multiply this penalty by 10!  Penalties that cause per-
  manent damage are cumulative regardless of severity.  Penalties that
  cause permanent reduction in a character’s hearing modifier are not
  applied until after the character recovers from any temporary hearing
  loss. 
  For example, a character’s hearing modifier is temporarily reduced
  by 80 points for three hours from firing a SAM (Noise Level 8) without
  any hearing protection.  Once the character recovers from the tempo-
  Laser Shield
  Yes
  50%
  Yes
  10,000
  Launch Pads
  Yes
  N/A
  No
  20,000
  Magnetic Deflection Gen.
  No
  N/A
  N/A
  30,000
  Magnetic Disrupter
  No
  N/A
  N/A
  425,000
  Mental Targeting System
  No 
  N/A
  N/A
  250,000
  Molecular Phase System
  No 
  N/A
  N/A
  2.0M
  Phase Nullification System
  No
  N/A
  N/A
  750,000
  Planar Explosive
  Yes
  10%
  Yes
  5,000
  Polymizer Dispenser
  No
  N/A
  N/A
  175,000
  Portable Fusion Gen.
  No
  N/A
  N/A
  80,000
  Power Omega
  No
  N/A
  N/A
  500,000
  Protection (plating)
  Yes 
  50%
  Yes
  spec
  Protection (servos)
  Yes
  75%
  Yes
  spec
  Quick Draw
  Yes
  50%
  Yes
  15,000
  QSU (E)
  No
  N/A
  N/A
  1,500
  QSU (I)
  No
  N/A
  N/A
  2,000
  Rad-Liner
  Yes
  75%
  Yes
  250
  Radar Absorbent Coating
  No
  N/A
  N/A
  1,000
  Radar Detector
  No
  N/A
  N/A
  3,000
  Rebreather
  Yes
  50%
  Yes
  1,000
  Sanitizer
  No 
  N/A
  N/A
  8,000
  SDLU
  Yes
  N/A
  No 
  40,000
  Search Light
  Yes
  10%
  Yes
  500
  Shield
  Yes
  50% 
  Yes
  50
  Shoos
  No 
  N/A
  N/A
  200
  Skalers
  No
  N/A
  N/A
  2,000
  Smoke Generator
  Yes
  10%
  Yes
  3,250
  Strength+
  No
  N/A
  No
  150,000
  Suicide Bomb
  Yes
  15%
  Yes
  40,000
  Systems Analyzer
  No
  N/A
  No
  15,000
  Systems Repair Unit
  No
  N/A
  No
  30,000
  Tac-Net
  No
  N/A
  No
  25,000
  Talons
  Yes
  N/A
  No
  5,000
  Thermal Generator
  No
  N/A
  No
  30,000
  Thermometer
  No
  N/A
  No
  50
  UV Scrambler
  Yes
  10%
  Yes
  15,000
  Vizex
  No
  N/A
  No
  12,000
  Xtra Heavy Belt
  Yes
  N/A
  No
  325,000
  ARMOR OPTION
  METAL
  MOD NM Avail?
  COST
  METAL ARMOR OPTIONS - LNL: AE&C
  
  rary hearing loss in three hours their hearing modifier will be perma-
  nently reduced by 4 points (8 – 4 = 4).  Now lets say the character fired
  a machine gun two hours after they first fired that SAM, again without
  hearing protection.  The machine gun (Noise Level 7) could temporar-
  ily reduce their hearing modifier by 7 points, but since its penalty is not
  worse than the current penalty (70 > 80 = no effect) it would have no
  effect on the character’s hearing modifier.  However, the Noise Level of
  the weapon exceeds 4 so it will cause permanent hearing loss regard-
  less of whether the character’s hearing modifier is affected.  The
  weapon permanently reduces the character’s hearing modifier by
  another 3 points (7 - 4 = 4).
  Hearing protection is rated by its Protection Level. The Protection
  Level of any hearing protection is subtracted from the actual Noise
  Level of the weapon being fired to determine the effective Noise Level.
  It is important to note that most helmets provide some level of hearing
  protection. Modern helmets, those that cost 8,000 credits or more, pro-
  vide protection level 8 without imparting any penalty to the character’s
  hearing checks.  However, unless it states otherwise in the helmet’s
  description no protection is provided against other sonic or deafening
  attacks made against the character.  Ear plugs are assumed to provide
  protection against Noise Levels up to 5.  Shooting muffs provide pro-
  tection against Noise Levels up to 7.  Ear plugs and shooting muffs worn
  simultaneously provide protection against Noise Levels up to 9.  Ear
  plugs and shooting muffs reduce the character’s hearing modifiers by
  the ten times their protection level, or ten times their combined pro-
  tection level if worn simultaneously.  Thus if you’re wearing ear plugs,
  you would take a -40% penalty to your hearing checks.  If you’re wear-
  ing ear plugs and shooting muffs you would take a -70% penalty to your
  hearing checks.  Helmets that have a bonus vs. sonic attacks have 10%
  of their sonic attack bonus added to their protection level. 
  In order to be sneaky you have to be able to hear.  You have to hear the ene-
  mies approaching or hear if you’re making enough noise to give your position
  away. The moral of this story is that if you’re trying to be stealthy and you
  don’t have a lot of cash to buy a nice helmet then you shouldn’t pack an APW
  or an Omega weapon. Not only will your give away your position, but you’re
  likely to deafen yourself so much you’ll never hear the enemy coming even
  when you’re not shooting at them.  Use your head; don’t abuse it!  
  * Non-HP Explosions have a Noise Level equal to their minimum dam-
  age or the damage rolled divided by ten, whichever is higher. This not
  only includes explosives, but also includes anything that “explodes,”
  such as grenades, mortar shells, artillery shells, certain Mag Gun and
  Gauss Rifle rounds, malfunctioning weapons, PADS, Missile detona-
  tions, exploding APW rounds, etc.  Remember that for explosions, the
  Noise Level is determined by the character’s proximity to the explosion,
  not the weapon firing the explosive munition.  HP explosions use the
  same rule for non-HP explosions, but have a minimum noise level of 10.
  SPARE MAGAZINES AND SPARE BATTERIES
  Certain weapons in Battlelords list in their description the cost for spare
  magazines or clips, while others do not.  That’s because some weapons
  have magazines or Battery Packs built into the weapon.  These “inter-
  nal” magazines and Battery Packs are not removable. Characters may
  still purchase and carry spare ammunition for weapons with internal
  magazines but they must load it one shell at a time. 
  87
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  APPENDIX C - NOISE LEVEL
   
  NOISE LEVEL
  APW – Machine Guns  
   
   
  7
  APW – Pistols 
   
   
   
  5 (Silenced 2) 
  APW – Rifles 
   
   
   
  6 (Silenced 3)
  APW – Shotguns 
   
   
   
  6
  APW – Sniper Rifles  
   
   
  6  (Silenced 3)
  APW – Submachine guns 
   
   
  5  (Silenced 2)
  Atomic Particle Weapons 
   
   
  3
   
   
  Attractor/Repulsors  
   
   
  2
  Carousel Guns 
   
   
   
  5
  Chain Guns 
   
   
   
  8
  Compact Artillery 
   
   
   
  10
  Disintegrators 
   
   
   
  3
  EMP Cannons 
   
   
   
  4
  Explosives  
   
   
   
  *
  Flamethrowers 
   
   
   
  4
  Flux Interference Generators 
   
   
  1
  Frost Guns  
   
   
   
  2
  Gauss Rifles 
   
   
   
  5 (1 silent mode)
  Gravitational Effect Weapons 
   
   
  Silent 
  Grav Sheers 
   
   
   
  3
  Grenades  
   
   
   
  8 or 9 Typically  
  Grenade Launchers  
   
   
  7
  Grenade Machine Guns 
   
   
  8
  Implosion Field Technology 
   
   
  9
  Jammer 
   
   
   
   
  1
  Juicers 
   
   
   
   
  3
  Lasers 
   
   
   
   
  Silent
  Mag Guns  
   
   
   
  4
  Metal Guns 
   
   
   
  3
  Micron Body Weapons 
   
   
  -11
   
   
  MicroGrenade Launchers 
   
   
  2
  Mines 
   
   
   
   
  7 or 8 Typically
  Missiles – Anti-tank  
   
   
  8
  Missiles – PMS 
   
   
   
  8
  Missiles – PMS2 
   
   
   
  10
  Missiles – Rocket Launchers 
   
   
  8
  Missiles – SAMS 
   
   
   
  8
  Modern Hand Weapons 
   
   
  Varies
   
   
  Mortars 
   
   
   
   
  9
  Neuro Cannons 
   
   
   
  Silent
  Omega Cannons 
   
   
   
  9  (Silenced 4)
  PADS 
   
   
   
   
  Varies
  Pulse Cannons 
   
   
   
  5 (Silenced 2)
  Pulse Cannons – PAWS 
   
   
  6
  Pulse Cannons – Pulse Blasters  
   
  4 (Silenced 1)
  Pulse Cannons – Static Pistols 
   
   
  5 (Silenced 2)
  Rad Cannons 
   
   
   
  Silent
  Smart Guns 
   
   
   
  4
  Thermatics 
   
   
   
  Silent
  Thunderbolt Generators 
   
   
  4
  Web Generators 
   
   
   
  2
  WEAPON SYSTEM / EVENT
  NOISE LEVEL
  
  Because of the time required to reload these weapons most users
  opt for a “New York reload”, which entails dropping the weapon with
  the internal magazine after all of its ammunition has been expended
  and drawing a new, fully-loaded weapon.  Typically performing a “New
  York reload” is faster than reloading a weapon with an internal maga-
  zine, especially if you’re an Eridani!  Listed below are some different
  magazine and Battery Pack configurations found in Battlelord’s
  weapons.
  Energy-Based Weaponry
  Backpack-Mounted Battery Pack: These large Battery Packs are
  worn on the soldier’s back and are typically associated with body-
  mounted weaponry. 
  • Cost to recharge Battery Packs can be found on page 32 of Lock-
  N-Load: Weapons & Tactics
  • The cost of spare battery backpacks varies from weapon to
  weapon. If the cost is not listed in the weapon’s description
  assume that a spare battery backpacks costs 5% of the weapon’s
  cost. 
  • It requires three full actions for a buddy to exchange backpacks.
  If you have to do it yourself, it’ll still take two full actions for the
  exchange, but you’ll require another two full actions to remove the
  body-mount harness before you can get to the backpack.
  External Battery Pack: This device functions identically to an External
  Magazine, except it stores electricity rather than ammunition. Just like
  an External Magazine, an empty External Battery Pack can quickly be
  exchanged for a full Battery Pack.  Empty Battery Packs are recharged
  rather than reloaded.
  • It takes two full actions to exchange Battery Packs. 
  • Cost to recharge Battery Packs can be found on page 32 of Lock-
  N-Load: Weapons & Tactics.  
  • The cost of spare Battery Packs varies from weapon to weapon. If
  the cost is not listed in the weapon’s description assume that a
  spare Battery Pack 2% of the weapon’s cost. 
  • It typically takes 1 round per unit or power to recharge a Battery
  Pack. (See page 32 in Battlelords)
  Freestanding Battery Pack: Much like an External Battery Pack, a
  Freestanding Battery Pack is a large battery or fusion reactor that is sep-
  arate from the weapon and attached via a shielded (and usually
  armored) power cable.  A Freestanding Battery Pack is usually found on
  crew-served weapons, where one of the crew is responsible for carry-
  ing the large Battery Pack into the combat zone and attaching it to the
  weapon.
  • It takes two full actions to exchange Battery Packs. 
  • Cost to recharge Battery Packs can be found on page 32 of Lock-
  N-Load: Weapons & Tactics.  
  • The cost of spare Battery Packs varies from weapon to weapon. If
  the cost is not listed in the weapon’s description assume that a
  spare Battery Pack costs 5% of the weapon’s cost. 
  • It typically takes 2 combat rounds per unit to recharge a
  Freestanding Battery Pack.
  Internal Battery Pack: This device is the functional equivalent of an
  Internal Magazine, only it stores electricity rather than ammunition.
  Like an Internal Magazine, an Internal Battery Pack can not be removed
  from the weapon – at least not without tools and some considerable
  time.  When the weapon exhausts its available Q it must be physically
  plugged into a power source to recharge the internal battery.  Needless
  to say, this can be a real drag on the combat zone – especially if you
  don’t have a Mrs. Fusion to plug your weapon into!
  • Cost to recharge Battery Packs can be found on page 32 of Lock-
  N-Load: Weapons & Tactics. 
  • It typically takes 1 round per unit of power to recharge a Battery
  Pack.
  Projectile Weapons
  Belt: A belt is mechanism used to string together multiple cartridges or
  grenades.  As the ammunition is fired, the belt breaks apart and falls
  away from the weapon. Multiple belts can be linked together to form
  longer belts.
  • It takes one round to switch Belts 
  • It takes three rounds to link two belts together.
  Box: A box is simply a container that can be attached to the side or bot-
  tom of a weapon to hold a belt or belts of ammunition. 
  • It takes two rounds to switch Boxes and reattach the belt to the
  weapon.
  Breech Load: These weapons are hinged allowing the user to open the
  weapon up and exchange expended cartridges/shells for new car-
  tridges/shells.
  • It takes one second per Q to fully reload a breech load weapon.
  Clip: Originally “a clip” was a metal bracket that held together a small
  number of cartridges for archaic powder weapons. These clips of
  ammunition could then be more easily inserted into a weapon’s Internal
  Magazine.  However, in Battlelords clips have become outdated and the
  term is now synonymous with “Magazine.”
  • Treat as magazine
  Drum: Drum is short for “Drum Magazine,” which is simply a large
  Magazine. Ammunition inside a drum is typically stored in a spiral pat-
  tern.  Drums are treated exactly like external magazines, but they take
  longer to reload because they typically hold more ammunition. 
  • Treat as magazine
  External Magazine: An External Magazine, or simply a “Magazine,” is
  a small, external, box that holds ammunition for projectile weapons.
  Once a Magazine is empty it can be exchanged for a full magazine,
  which eliminates the time-consuming proposition of reloading ammu-
  nition, one shell at a time, into the empty magazine. 
  • It takes two half actions to exchange magazines. 
  • It takes 1 second per Q to reload ammunition into an empty mag-
  azine.  
  • The cost of spare magazines varies from weapon to weapon. If the
  cost is not listed in the weapon’s description assume that a spare
  Magazine costs 1% of the weapon’s cost. 
  Internal Magazine: An Internal Magazine is a built-into the weapon
  and can not be removed or exchanged with a “full” magazine. Once a
  weapon’s Internal Magazine is empty ammunition must be loaded into
  the weapon one shell at a time. As a result, it is much more time con-
  88
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  7 • APPENDIX D - SPARE MAGAZINE & BATTERIES
  
  suming to reload a weapon with an Internal Magazine.
  • It takes 1 second per Q to reload ammunition into an internal
  magazine. 
  • You can not purchase “spare” magazines for weapons that use
  Internal Magazines.
  Internal Reservoir: These weapons have an internal tank that con-
  tains the liquid or molten ammunition the weapon fires.   When the
  weapon exhausts its supply of fluid ammunition, new ammunition must
  be poured into the reservoir after removing the reservoir cap.  Basically,
  what you’ve got here is a high-tech squirt-gun.
  • It takes one second per Q to pour new ammo into weapons with
  Internal Reservoirs. 
  Muzzle Load: Ammunition in for this weapon must be loaded down
  the muzzle or barrel of the weapon. Typically the projectile and pro-
  pellant are loaded separately and pushed down the barrel with the use
  of a ramrod.  Typically Muzzle Load weapons must be reloaded after
  each shot.
  • It takes three rounds to Muzzle load a weapon.
  Removable Bolt: These weapons are single-shot bolt-action rifles
  where the bolt mechanism must be completely removed from the
  weapon in order to insert a new cartridge into the chamber. Once a new
  cartridge is inserted the bolt is re-inserted into the weapon so that it can
  be fired. 
  • The reload time of these weapons is typically reflected in their low
  rate of fire. Assume one round to reload, or an ROF of 1/3.
  Revolver: Revolvers are similar to breech load weapons, in that each
  cartridge must be loaded into the weapon one at a time. Revolver-users
  can avoid this problem by purchasing a speed-loader (50-100 cr.).  A
  speed-loader is a small hand-held device that secures ammunition in an
  arrangement so that each cartridge (aka ammunition or “bullet” or
  “round”) will line up perfectly with each empty chamber in a revolver
  cylinder.  Once the cartridge in the speed-loader is aligned with the
  empty chambers in the cylinder, the user simply pushes the loader for-
  ward, inserting the cartridges into the revolver chambers and then
  releases a locking-mechanism that holds the cartridges to the speed
  loader. The cartridges then fall free from the loader and into their
  respective chambers in the revolver. A revolver shooter skilled with a
  speed-loader can dramatically decrease his reloading time using this
  device
  • It takes one second per Q to fully reload a revolver, unless using a
  speed-loader.
  • Speed-loaders reduce the reload time to one Full Action
  A note on Battery Packs in Archaic Powder Weapons:  The cost
  to recharge Battery Packs in weapons not listed here, like some electric
  motor driven machine guns, is typically a flat 20 credits if not specified.
  A single battery will last for a number of shots equal to the weapon’s Q
  multiplied by 10 when dealing with APWs. 
  89
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  APPENDIX D - SPARE MAGAZINE & BATTERIES
  WEAPON
  AMMO LOADOUT
  APW-MGS
  ALL USE BELTS 
  UNLESS LISTED BELOW
  ASP 20
  Also requires a Freestanding Battery
  Pack
  MAW MG Shell
  Belt or External Magazine
  Riddler
  Box Only
  SAW
  Box or External Magazine
  Ultimax
  Drum
  XM-214
  Belt-fed from backpack & Internal
  Battery Pack
  APW-PISTOLS
  ALL USE EXTERNAL 
  MAGAZINES UNLESS 
  LISTED BELOW
  .454 Casull
  Revolver
  Colt .357 Magnum
  Revolver
  Derringer .44 Cal.
  Breech Load
  NightStalker
  Internal Magazine
  Police .38 Cal.
  Revolver
  Punk
  Revolver
  Smith & Wesson .22
  Breech Load
  Smith & Wesson .44 Magnum Revolver
  APW-RIFLES
  ALL USE EXTERNAL
  MAGAZINES UNLESS
  LISTED BELOW
  .700 Nitro Express
  Breech Load, Full Action
  Fu Fu Gun
  Muzzle Load
  APW-SHOTGUNS
  ALL USE EXTERNAL MAGAZINES
  UNLESS LISTED BELOW
  Franchi Spas 12g
  Internal Magazine
  H&K Bulwark
  Internal Magazine
  Ithaca Hammerless 10g
  Breech Load
  Remington M870 12g
  Internal Magazine
  APW-SNIPER RIFLES
  ALL USE EXTERNAL MAGAZINES
  UNLESS LISTED BELOW
  M880 Mjolnir
  Single Shot, Removable Bolt
  MTW-20
  External Magazine, but requires full
  action to change
  ATTRACTOR/REPRESSORS
  ALL USE INTERNAL
  BATTERY PACKS
  CAROUSEL GUNS
  ALL USE INTERNAL MAGAZINES
  CHAIN GUNS
  ALL USE BELTS FED FROM A
  BACKPACK WHEN USED
  AS A PERSONNEL WEAPON
  DISINTIGRATORS
  ALL USE EXTERNAL BATTERY
  PACKS UNLESS LISTED BELOW
  K-8 Vaporizer
  Backpack-Mounted Battery Pack
  Rommel
  Backpack-Mounted Battery Pack
  Patton
  Backpack-Mounted Battery Pack
  EMP CANNONS
  ALL USE INTERNAL 
  BATTERY PACKS
  FLAMETHROWERS
  ALL USE A BACKPACK FUEL
  TANK UNLESS LISTED BELOW
  A-2
  Internal Resevoir
  Charbroil
  Internal Resevoir
  Sizzler
  Internal Resevoir
  
  Optional Rule (Reloading Under Combat Conditions) 
  Sadistic BM’s may require a shooter unfamilar with his weapon or
  under stress to make a successful Manual Dexterity check to load each
  round into the weapon or exchange batteries or magazines under com-
  bat conditions.  Failure indicates the user has missed the magazine
  opening or dropped the ammunition/magazine/battery they’re trying to
  insert, depending on the severity of the failure.
  Optional Rule (Rush Reload) 
  The time to reload any weapon can be reduced by shooters who want
  to rush the reloading process.  The standard reload time assumes that
  there is no likelihood of error, unless using the optional rule. Rushing
  the process leads to a chance for failure.  Characters that successfully
  make a Manual Dexterity check with a -25 modifier can reduce the
  reloading time by half. Failure indicates the user has missed the maga-
  zine opening or dropped the ammunition/magazine/battery they’re try-
  ing to insert, depending on the severity of the failure. 
  90
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  7 • APPENDIX D - SPARE MAGAZINE & BATTERIES
  FLUX INTERFERENCE
  GENERATOR
  ALL USE INTERNAL BATTERY
  PACKS UNLESS LISTED BELOW
  Pulsar
  Backpack-Mounted Battery Pack
  Quasar
  Backpack-Mounted Battery Pack
  FROST GUNS
  ALL USE A BACKPACK FUEL
  TANK UNLESS LISTED BELOW
  Avalanche F1
  External Battery Pack
  BC-Artic
  Drum
  BC-Winterdom
  Drum
  CG-911
  Breech Load
  CG-911 Trubo
  External Magazine
  CG-X2
  External Magazine
  GAUSS RIFLES
  ALL USE EXTERNAL MAGAZINES
  GRAVITATIONAL
  EFFECT WEAPONS
  ALL USE BELT-MOUNTED
  BATTERY PACKS
  GRAVITATIONAL SHEERS
  ALL USE INTERNAL 
  BATTERY PACKS
  GRENADE LAUNCHERS
  ALL USE EXTERNAL MAGAZINES
  UNLESS LISTED BELOW
  M-79
  Breech Load
  M-203
  Breech Load
  GRENADE MACHINE
  GUNS
  ALL USE BELTS
  IMPLOSION FIELD
  TECHOLOGY
  ALL USE INTERNAL BATTERY 
  PACKS OR FREESTANDING 
  BATTERY PACKS
  JAMMERS
  ALL USE INTERNAL 
  BATTERY PACKS
  JUICERS
  ALL USE INTERNAL BATTERY 
  PACKS AND INTERNAL
  FUEL RESEVOIRS
  LASERS
  ALL USE EXTERNAL BATTERY
  PACKS UNLESS LISTED BELOW
  RKM 50G
  Backpack-Mounted or Freestanding 
  Battery Pack
  Shalkon Heavy
  Backpack-Mounted or Freestanding 
  Battery Pack
  Valley Green Assault Gun
  Backpack-Mounted or Freestanding 
  Battery Pack
  Valley Green Express
  Backpack-Mounted or Freestanding 
  Battery Pack
  Viceroy
  Backpack-Mounted or Freestanding 
  Battery Pack
  XR-20 Auto Laser
  Backpack-Mounted or Freestanding 
  Battery Pack
  MAG GUNS
  ALL USE EXTERNAL MAGAZINES
  METAL GUNS
  ALL USE EXTERNAL
  BATTERY PACKS
  MICRON BODY
  WEAPONS
  ALL USE INTERNAL MAGAZINES
  NEURO CANNONS
  ALL USE INTERNAL
  BATTERY PACKS
  OMEGA CANNONS
  ALL USE BACKPACK-
  MOUNTED BATTERY PACKS
  UNLESS LISTED BELOW
  Boa
  Internal Battery Pack
  Street Howitzer
  Breech Load, 2 full actions to reload
  Strikeforce
  Internal Battery Pack
  Widow Maker
  Internal Battery Pack
  WEAPON
  AMMO LOADOUT
  PULSE CANNONS
  ALL USE BACKPACK-
  MOUNTED BATTERY PACKS
  UNLESS LISTED BELOW
  1-Shot Wonder
  Internal non-rechargable Battery
  BC-Heat
  Internal Battery Pack
  BC-Heatwave
  Internal Battery Pack
  Mentar-A3L Assault Cannon
  Internal Battery Pack
  PC-3 Pulse Rifle
  Internal Battery Pack
  PC-6 Pulse Rifle
  Internal Battery Pack
  PC-9000
  Internal Battery Pack
  Plasma Dealer
  Internal Battery Pack
  RP-4 Masher Cannon
  Internal Battery Pack
  BC-Abuser
  Internal Battery Pack
  BC-Destroyer
  Internal Battery Pack
  BC-Enforcer
  Internal Battery Pack
  BC-Engager
  Internal Battery Pack
  M-19 Pulse Rifle
  Internal Battery Pack
  PULSE CANNONS-
  BARGAIN BASEMENT
  ALL USE BACKPACK-
  MOUNTED BATTERY PACKS
  UNLESS LISTED BELOW
  BC-Thumper
  Internal Battery Pack
  Popgun
  Internal Battery Pack
  PULSE CANNONS-
  PULSE AUTOMATIC
  WEAPONS
  ALL USE EXTERNAL BATTERY 
  PACKS UNLESS LISTED BELOW
  PULSE-PULSE BLASTERS
  ALL USE INTERNAL BATTERY 
  PACKS UNLESS LISTED BELOW
  Marathon
  Backpack-Mounted Battery Pack
  PULSE-STATIC PISTOLS
  ALL USE EXTERNAL MAGAZINES
  THERMATICS
  ALL USE EXTERNAL
  BATTERY PACKS
  THUNDERBOLT
  GENERATORS
  ALL USE INTERNAL
  BATTERY PACKS
  WEB GENERATORS
  ALL USE EXTERNAL
  MAGAZINES WHICH
  FUNCTION AS
  AMMUNITION RESEVOIRS
  WEAPON
  AMMO LOADOUT
  
  GRENADE SUMMARY TABLES
  The first table summarizes the damage done by explosive grenades
  based on the distance between the target and the grenade. The second
  table summarizes the effects of specialized grenades, including their
  maximum effective “detonation” range, damage type, and effects. 
  91
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  APPENDIX E - GRENADE SUMMARY TABLES
  7M
  8M
  9M 10M 11M
  GRENADE
  TYPE
  THROW
  RANGE
  DAMAGE/
  FRAGMENT
  FRAGMENTS
  CONCUSSION
  FRAGMENTS
  CONCUSSION
  FRAGMENTS
  CONCUSSION
  FRAGMENTS
  CONCUSSION
  FRAGMENTS
  CONCUSSION
  FRAGMENTS
  CONCUSSION
  FRAGMENTS
  FRAGMENTS
  FRAGMENTS
  FRAGMENTS
  FRAGMENTS
  Bomb Mat
  N/A
  1d4
  8
  2d12
  8
  1d12
  7
  1d6
  6
  None
  5
  None
  4
  None
  3
  2
  1
  0
  0
  M-202
  Varies by
  weapon
  1d4+1
  8
  1d8+1
  8
  1d4+1
  7
  1d4/
  2+1
  6
  None
  5
  None
  4
  None
  3
  2
  1
  0
  0
  M-205
  Varies by
  weapon
  1d4
  8
  1d8+1
  8
  1d4+1
  7
  1d4/
  2+1
  6
  None
  5
  None
  4
  None
  3
  2
  1
  0
  0
  M-383
  Varies by
  weapon
  2d4
  9
  2d6
  9
  1d6
  8
  1d6/3
  7
  None
  6
  None
  5
  None
  4
  3
  2
  1
  0
  M-430*
  Varies by
  weapon
  1d4
  9
  2d6
  9
  1d6
  8
  1d6/3
  7
  None
  6
  None
  5
  None
  4
  3
  2
  1
  0
  M-75 (Frag)
   1/2
  1d4
  9
  2d6
  9
  1d6
  8
  1d6/3
  7
  None
  6
  None
  5
  None
  4
  3
  2
  1
  0
  M-85 (Frag)
   1/2
  1d6
  8
  2d6
  8
  1d6
  7
  1d6/3
  6
  None
  5
  None
  4
  None
  3
  2
  1
  0
  0
  M-90
  (Concussion)
   1/2
  1d4
  8
  3d6
  8
  3d6/2
  7
  3d6/4
  6
  None
  5
  None
  4
  None
  3
  2
  1
  0
  0
  M-95 (Frag)
   1/2
  2d4
  8
  2d6
  8
  1d6
  7
  1d6/3
  6
  None
  5
  None
  4
  None
  3
  2
  1
  0
  0
  Micro
  (Explosive)
  1/2
  (Max
  15m)
  0
  0
  1d2
  0
  1
  0
  0
  0
  None
  0
  None
  0
  None
  0
  0
  0
  0
  0
  Micro (High-
  Explosive)
  1/2
  (Max
  15m)
  0
  0
  1d6+1
  across
  1d3
  areas
  0
  0
  0
  0
  None
  0
  None
  0
  None
  0
  0
  0
  0
  0
  Micro
  (Mega-
  Explosive)
  1/2
  (Max
  15m)
  0
  0
  2d6
  across
  1d3
  areas
  0
  2d6
  across
  1d3
  areas
  0
  2d6
  across
  1d3
  areas
  0
  None
  0
  None
  0
  None
  0
  0
  0
  0
  0
  Micro (Ultra-
  Explosive)
  1/2
  (Max
  15m)
  0
  0
  2d12
  across
  1d3
  areas
  0
  2d12
  across
  1d3
  areas
  0
  2d12
  across
  1d3
  areas
  0
  None
  0
  None
  0
  None
  0
  0
  0
  0
  0
  Omegaton
  1/4
  3d4
  8
  60d6
  8
  60d6
  7
  30d6
  6
  30d6
  5
  15d6
  4
  15d6
  3
  2
  1
  0
  0
  P-4
   1/2
  2d4 &
  -2THR
  8
  2d4
  8
  1d4
  7
  1d4/2
  6
  None
  5
  None
  4
  None
  3
  2
  1
  0
  0
  Plasma
   1/3
  4d4
  8
  3d6
  8
  3d6/2
  7
  3d6/4
  6
  None
  5
  None
  4
  None
  3
  2
  1
  0
  0
  Plasma
  Seduction
  1/6
  6d6
  10
  8d6
  10
  4d6
  9
  2d6
  8
  None
  7
  None
  6
  None
  5
  4
  3
  2
  1
  Super Plas
  * Direct hits to targets do 8d6 damage
   1/4
  4d6
  8
  4d6
  8
  2d6
  7
  1d6
  6
  None
  5
  None
  4
  None
  3
  2
  1
  0
  0
  1M
  2M
  3M
  4M
  5M
  6M
  1d6+1
  across
  1d3
  areas
  WEAPON SYTEMS
  SPARE MAGAZINE/
  BATTERY PACK COST
  APWs Magazine
  5 credits
  Disintegrator Backpack-
  mounted Battery Pack
  5% of weapon’s cost
  Disintigrator Battery Pack
  500 credits
  Flamethrower Tank
  500/2000 credits
  Laser Pistols
  50 credits
  Laser Rifles
  300 credits
  Mag Gun Drum
  100 credits
  Metal Gun Battery Pack
  200 credits
  Omega Weapon Backpack-
  mounted Battery Pack
  5% of weapon’s cost
  Pulse Weapon Backpack-
  mounted Battery Pack
  5% of weapon’s cost
  
  92
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  7 • APPENDIX E - GRENADE SUMMARY TABLES
  GRENADE
  THROW
  RANGE
  DAMAGE TYPE
  DAMAGE
  OTHER DAMAGE
  EFFECT RANGE
  Ballistic Bag 
  (M-200 series)
  Varies by
  weapon
  Temporary
  2d4 Temp
  SS, AGL Penalties
  12m
  BX-1
   1/2
  Biological
  Bio SMR
  2d6 STR & Con per Day
  3m
  Corrosive Smoke
   1/2
  Corrosive
  6d6 Corrosive
  -60 Sighting, -30 Attack
  1m per Second (30m Max.)
  CR-3
   1/2
  Chemical
  Chem SMR
  4d4 BP
  3m
  CS-7
   1/2
  Chemical
  Poison SMR
  Incapacitation
  1m per Second (30m Max.)
  CSG (Bio-
  Luminescent)
   1/2
  Illumination
  +5/+10 to hit
  -
  5m
  CSG (Flesh-Eating)
   1/2
  Biological
  1d12 BP
  -
  3m
  CSG (Suffocation)
   1/2
  Suffocation
  Unconscious
  -
  5m
  EMP
   1/8
  EMP
  -30 EMP SMR
  -
  10m
  Immobilizer
   1/2
  Special
  -50 STR per dart
  -
  2.26 cubic meters
  Impact Foam
   1/2
  Special
  N/A
  -
  3.0 cubic meters
  Laser
   1/8
  Laser
  2d12/1d4 + 2d12 laser
  Laser Damage
  50m
  M-80 (Smoke)
   1/2
  Smoke
  N/A
  -
  1m per Second (30m Max.)
  MDD
   1/2
  Special
  N/A
  -
  Contact
  Micro (Flash)
  1/2 
  (Max 15m)
  Flash
  +5 to Initiative (1 round)
  -
  15cm thick x 0.5 m wide x 1 m
  heigh
  Micro (Knockout)
  1/2 
  (Max 15m)
  +10 Bio SMR
  Unconscious
  Contact
  Micro (Smoke)
  1/2 
  (Max 15m)
  Smoke
  N/A
  -
  0.5m per Second (10m Max.)
  Molotov Cocktail
   1/2
  Fire
  See Fire rules in this PDF
  -
  3m
  Nanoid Delivery
   1/2
  Special
  4d6 nanoids
  Varies
  3m
  Neuro
   1/2
  Mental
  Mental SMR
  Unconscious or
  paralyzed (1d4 Min.)
  3m
  Neuro Elite
   1/2
  Mental
  See pg. 104 LNL:W&T
  -
  7m
  OC (M-200 series)
  Varies by
  weapon
  Chemical
  Poison SMR
  –50 AGL, MD,  Visual
  Mod (2d4 Min.)
  6m Cone
  Paint
   1/2
  Special
  N/A
  70% chance to obscure
  vision
  30m
  Phase Nullification
   1/6
  Phase Null.
  Phase Nullification
  1d6 dam. to 2 areas
  (displacement)
  25m
  Rad Pulse
   1/2
  Radiation
  4 BP
  Radiation Poisoning
  10m
  Rubber Baton (M-
  200 series)
  Varies by
  weapon
  Temporary
  1d6+1 Temp
  SS, AGL Penalties
  10m
  Scatter Smoke
   1/2
  Smoke
  75% Laser Dam. Reduction
  -60 Sighting, -30 Attack
  1.13 cubic meters
  Seismic
   1/4
  Special
  3d4 concussion to bone
  See Description
  3m
  Shot (M-200
  series)
  Varies by
  weapon
  Special
  6d4
  -
  20m Cone
  Sting Ball
   1/4
  Temporary
  1d4+1 Temp
  AGG Check
  9m
  Stun Grenade
   1/2
  Temporary
  Sonic SMR
  Stunned & Deafened
  3m
  Super Sonic Pulse
   1/2
  Sonic
  Sonic SM R
  Unconscious
  10m
  T-3 Blinder
   1/2
  Flash
  Blinded for 2d4 minutes
  Chance of perm.
  blindness
  Sighting Check
  Viscosity-1
   1/2
  Glue
  STR -30
  50% Splatter
  3m
  Viscosity-2
   1/2
  Glue
  STR -50
  40% Splatter
  3m
  Viscosity-3
   1/2
  Glue
  STR -75
  30% Splatter
  3m
  Viscosity-4
   1/2
  Glue
  STR -100
  -
  3m
  Vulcan G1
   1/3
  Metal Gun
  -2 THR, -10 IN
  -
  Contact
  Vulcan G2
   1/4
  Metal Gun
  -4 THR, -20 IN
  -
  Contact
  Chemical
  
  OPTIONAL RULES CHECKLIST
  93
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  APPENDIX F - OPTIONAL RULES CHECKLIST
  ITEM NAME
  GBR
  ALLOWED?
  ARMOR
  Improved Gemini Armor
  3
  Bite Helm
  3
  Bite Helm Heavy
  3
  Bite Helm Custom
  3
  ARMOR OPTIONS
  YES / NO
  Non-Stick Coating
  Polymerized Armor
  NEC
  Lizard Tail Plating
  Mine Detector
  Jammer Detector
  Crystal Shield
  Grounding System
  Halon System
  Heat Sinks
  Anti-Laser Coating
  Anti-Wave Generator
  Anti-A/R Grenades
  Chaff Ejectors
  Frictionless Flux
  Grenade Pusher
  Feynman Generator
  Crystalline Coating
  Fire-Control Computer
  Flux Shield 2
  Flux Shield 3
  Flux Shield 4
  Flux Shield 5
  Hard Point
  Internalized Weapon
  Liquid Rad Liner
  SAWM (Small)
  SAWM (Large)
  Spikes
  Toaster System
  2
  1
  3
  4
  3
  3
  5
  4
  4
  3
  4
  2
  4
  2
  4
  1
  1
  5
  1
  4
  1
  1
  1
  1
  1
  2
  5
  1
  2
  5
  3
  -
  -
  4
  3
  3
  3
  4
  4
  5
  1
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  HELMETS
  OPTIONAL RULES
  Falling in Armor
  Flux Shield: Breach Value
  Flux Shield: Nesting
  Heavy Armor vs AHWs
  CYBERNETICS
  Mental Trigger
  CYBERTRONICS
  External Output Coil
  External RangeCoil
  HUD Contact Lenses
  ITEM NAME
  GBR
  ALLOWED?
  Razor Whip
  Backup Fire
  Atmospheric Pressure Det.
  Aerosol
  Kizanti Phase Weapon
  Xpulse2
  Self-Assembling Virus
  AD-1812
  AD-214
  Xpatriot
  SlugGun
  Tornado
  Titanus
  TripleShock
  Backup Mark V
  Secret Service
  Shape Lock
  Passive IFF Receiver
  Target Locator PLUS
  Treatment Rules
  Za’l Stasis Generator
  Scouting (Forward Observer)
  Flux Shield 5
  Xile
  Xpulse
  Flash Crystal
  Friendly Fire
  APWs - Rapid Fire
  Alternate Damage System
  Porcupine
  3
  3
  3
  1
  3
  2
  4
  5
  4
  3
  3
  1
  4
  5
  4
  5
  5
  5
  5
  5
  2
  3
  1
  2
  1
  1
  -
  -
  4
  1
  4
  4
  4
  1
  1
  1
  3
  1
  3
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  FIGS - OPTIONAL RULES
  Silent Mode
  BC-Shatter
  A-Grav Cancellation
  Nutcracker
  CAROUSEL GUNS
  Archer II
  RockRocket
  SlugCharger
  3
  YES / NO
  CHEMICAL/BIOLOGICAL WEAPONS
  CHEM/BIO WEAPONS RULES
  COMPACT ARTY - OPTIONAL RULES
  DISINTEGRATORS
  FLUX INTERFERENCE GENERATORS
  Removing Armor Options
  5
  YES / NO
  Knockback Immobilization
  1
  YES / NO
  A/R BEAMS OPTIONAL RULES
  DISPLACEMENT WEAPONS
  EXPLOSIVES
  EXPLOSIVES - DETONATORS
  FLAMETHROWERS
  Backup (FIG) Series II
  1
  YES / NO
  GAUSS GUNS - OPTIONAL RULES
  5
  YES / NO
  Flux Stop Principle
  GEW - OPTIONAL RULES
  GRENADES
  Bomb Mat
  CSG (Flesh-Eating)
  CSG (Suffocation)
  CSG (Bio-Luminescent)
  1
  YES / NO
  ITEM NAME
  GBR
  ALLOWED?
  CYBERTRONICS
  Surprise Trigger
  5
  Bomb Detonator
  1
  Explosives Detector
  1
  Bite Helm Custom
  3
  ESPIONAGE EQUIPMENT
  YES / NO
  Razor Whip
  Shatter Dagger
  Mazian Horse Shoes
  Hot Rocks
  Kizanti Phase Weapon
  Double Sword
  Radar-Laser Sight
  Panther
  Costner
  Bayonet
  Booby-Trap Trigger
  Texturizing Agents
  Coloring Agents
  Chaff Ejectors
  Marshal
  Secret Service
  Target Locator
  Passive IFF Receiver
  Target Locator PLUS
  Flux Shield 2
  Za’l Stasis Generator
  Zombie Generator
  Flux Shield 5
  Hard Point
  Crystal Dagger
  Flash Crystal
  SAWM (Small)
  APWs - Rapid Fire
  Freeshoot Rifle
  Porcupine
  2
  1
  3
  1
  1
  1
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  1
  3
  2
  4
  2
  3
  1
  2
  3
  1
  -
  4
  4
  5
  3
  4
  4
  4
  4
  3
  3
  5
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  DETECTION EQUIPMENT
  ATTRACTOR/REPRESSOR BEAMS
  Able Positive
  BC-Shatter
  Mixmaster
  Nutcracker
  Ravager II
  Biomech Duplicator 
   
  2
  YES / NO
  OPERATIONS EQUIPMENT
  PERSONAL EQUIPMENT
  PERSONAL DEFENSE SHIELDS
  ARCHAIC HAND WEAPONS
  APW OPTIONAL RULES
  ARM ROCKET RIFLES (ARR)
  Freefire Rifle
  4
  YES / NO
  Rattler
  Soulshaker
  BMs can feel free to print off the following three sheets and circle “Yes” or “No” to indicate what rules and items from this book they’ll be allow-
  ing in their Battlelords game. The Game Balance Rating, if any, is listed for each item/rule. 
  
  94
  BATTLELORDS OF THE TWENTY-THIRD CENTURY
  7 • APPENDIX F - OPTIONAL RULES CHECKLIST
  ITEM NAME
  GBR
  ALLOWED?
  Razor Whip
  Savage-E
  Target Locator PLUS
  Cargo Space
  Target Locator
  Shot
  Rubber Baton
  Flash Crystal
  Shotgun-1
  Sherman
  Target Plus
  Target Super
  3
  2
  2
  1
  2
  1
  1
  4
  1
  5
  1
  1
  3
  3
  1
  5
  1
  1
  1
  1
  2
  4
  4
  2
  1
  4
  4
  3
  4
  4
  4
  4
  4
  3
  4
  5
  3
  5
  3
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  LASERS - PAINTING LASERS
  BC-Spotter
  BC-Shatter
  Field Integrity
  Nutcracker
  2
  YES / NO
  1
  YES / NO
  2
  YES / NO
  GRENADES
  K-SAT OPTIONS
  LASERS - IMPACT LASERS
  3
  YES / NO
  Able Culprit-D
  LIGHTSWORDS - OPTIONAL RULES
  MAG GUNS
  BC-Monster
  CSG (Flesh-Eating)
  Increased Durability
  Reduced Falling Damage
  Corrosive Smoke
  EMP
  Immobilizer
  Impact Foam
  Laser
  Magnetic Modification
  MDD
  Nanoid Delivery
  Neuro
  Neuro Elite
  Paint
  Phase Nullification
  Rad Pulse
  Scatter Smoke
  Seismic 
  Sting Ball
  Stun Mat
  Vulcan G1
  Super Sonic Pulse
  Vulcan G2
  Stun Grenade
  1
  YES / NO
  GRENADES - LAUNCHED GRENADES
  Ballistic Bag
  OC
  BC-Aim Master
  3
  YES / NO
  MAZIANS - OPTIONAL RULES
  1
  YES / NO
  ITEM NAME
  GBR
  ALLOWED?
  Shotgun-1
  M-260
  WARS PLUS
  Target Super
  4
  4
  2
  3
  4
  4
  1
  3
  3
  5
  3
  2
  1
  1
  1
  1
  2
  2
  5
  3
  1
  3
  1
  3
  3
  1
  1
  1
  4
  4
  4
  3
  3
  3
  3
  5
  3
  3
  4
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  Reflex Tube
  BC-Shatter
  Ballista
  Long Bow
  4
  YES / NO
  3
  YES / NO
  3
  YES / NO
  MAZIANS - OPTIONAL RULES
  3
  YES / NO
  Relfex Pack
  PMS2 LAUNCHERS
  Short Bow
  Trebuchet
  Increased Durability
  Ammo Cart
  Paralyzing Attacks
  Vs. Web Generators
  Shape-shifting Attack
  Impact Foam
  BC-DistortionMG
  BC-Gatlin
  BC-Metalaser
  BC-MetalSurge
  UB-Twister
  Neuro Elite
  High-Explosive
  Mega-Explosive
  Ultra-Explosive
  Scatter Smoke
  Lincoln Thrower
  Lobber
  Penny Ante
  Stun Grenade
  5
  YES / NO
  WARS MINI
  1
  YES / NO
  1
  YES / NO
  METAL GUNS
  MICRO-GRENADES
  MICRO-GRENADE LAUNCHERS
  MINES
  Bullet
  Clumpy II
  Disintegrator
  Displacer
  ABA
  Firestorm Clay.
  Floater
  Flux Cage
  IMFIB
  Neuro
  Neuro Elite
  Phase Null.
  Riot Foam
  Self-Healing
  ARM ROCKET LAUNCHERS
  WARS
  1
  YES / NO
  REFLEX MISSILE LAUNCHERS
  PMS2 ACCESSORIES
  ITEM NAME
  GBR
  ALLOWED?
  Close Combat Special
  Rogue Catcher
  WARS PLUS
  Identifier System
  3
  1
  3
  3
  4
  3
  1
  1
  3
  1
  5
  5
  5
  5
  5
  1
  2
  5
  5
  1
  5
  5
  5
  3
  5
  4
  4
  1
  1
  4
  4
  3
  4
  1
  3
  3
  4
  3
  1
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  Security Rack (Baracks)
  Target Wand
  Ballista
  Sonic Scrambler
  3
  YES / NO
  -
  YES / NO
  -
  YES / NO
  MISSILE TECH - RULES CLARIFICATION
  1
  YES / NO
  Security Rack (Armory)
  Short Bow
  BC-Godsfire
  BC-Hades
  BC-Inferno
  Direct Fire
  Standard Tracking
  Shape-shifting Attack
  Custom Light Weapons
  Hand Charge
  Icicle
  Laser Dagger
  Monofilament Whip
  Nanoid Dagger
  Ptfaang-ulu
  Plasma Jet II
  Prism Dagger
  Water Spear
  Scatter Smoke
  Ceiling Stunners
  Lobber
  Able Shot-put
  Balshrom Thrower
  5
  YES / NO
  Run-Away Mark II
  4
  YES / NO
  3
  YES / NO
  MODERN HAND WEAPONS
  NEURO CANNONS
  PARASITE LAUNCHERS
  Shooter 1
  Shooter 2
  Disintegrator
  Insinuative vs. Ingestive
  Disk Flinger
  Firestorm Clay.
  Death Slinger
  EM Blaster
  EM Engager
  Quark Cannon
  Rad Pulse “Standard”
  Rad Pulse “Turbo”
  Riot Foam
  Assault Special
  SMART GUNS
  Run-Away Mark I
  4
  YES / NO
  SMART GUN ACCESSORIES
  SPECIALIZED WEAPONRY
  POISONS - ADDITIONAL RULES
  RAD CANNONS
  THERMATICS
  
  95
  GRANNY’S BASKET: LOCK-N-LOAD RELOADED
  APPENDIX F - OPTIONAL RULES CHECKLIST
  ITEM NAME
  GBR
  ALLOWED?
  1
  4
  5
  3
  4
  4
  3
  3
  4
  4
  3
  5
  3
  2
  3
  1
  3
  1
  2
  4
  3
  1
  3
  5
  1
  4
  4
  5
  1
  3
  2
  1
  2
  2
  1
  1
  4
  1
  3
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  5
  YES / NO
  3
  YES / NO
  -
  YES / NO
  THERMATICS
  1
  YES / NO
  BC-Solaris
  Standard Tracking
  Suffocation
  Custom Light Weapons
  Disarm Bullets
  Bio-Mercuric Ammo
  Laser Dagger
  2
  YES / NO
  5
  YES / NO
  WEB GENERATORS - OPTIONAL RULES
  Mega-High Explosive
  Target Designator
  Disintegrator
  Disk Flinger
  1
  YES / NO
  AMMO - MAG GUNS
  AMMO - APWS
  AMMO - COMPACT ARTILLERY
  Anti-Persnonnel Shot
  Omega Pulse
  Naplam
  Bunker Buster
  EMP
  BX-1
  CR-3
  Spider
  Glitter Dust
  Illumination Round
  Planar Explosive
  AMMO - GAUSS GUNS
  Aerosol Sprayer
  A/R Round
  Bio Weapons Detector
  Buddy Killer I
  Buddy Killer II
  Chemical Weapons Detector
  Camera
  Detonator Time Adjuster
  ECCM
  ECM
  FIG Round
  Fire Retardant
  Flux Activation Scrambler
  Homing Device
  Intruder Detector
  Jumper
  Med Mag MID
  Mine Mag Round 
   
  Mr. Stinky (Pine Scent)
  Mr. Stinky (New Car Scent)
  Mr. Stinky (Ocean Breeze)
  Mr. Stinky (Ram Phermones)
  Flux Cage
  Chaff
  5
  YES / NO
  Laser Designator
  ITEM NAME
  GBR
  ALLOWED?
  2
  5
  1
  2
  3
  1
  4
  3
  3
  3
  4
  2
  3
  5
  3
  4
  4
  5
  5
  4
  5
  1
  2
  1
  1
  2
  1
  1
  1
  3
  4
  4
  4
  4
  3
  4
  1
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  2
  YES / NO
  4
  YES / NO
  4
  YES / NO
  AMMO - MAG GUNS
  4
  YES / NO
  5
  YES / NO
  YES / NO
  Mega-High Explosive
  Balshrom Diskus
  Blood Sucker
  Grenade Conversion
  2
  YES / NO
  AMMO - PARASITES
  AMMO - MORTARS
  Mexican Worm
  Skeet-1
  Tequila Sunrise
  Trap Shoot
  Trap Shoot II
  Chemical Weapons Detector
  Homing Device
  Marker Round
  Safety Plus
  Safety Plus II
  Seeker Special
  Standard
  Mr. Stinky Mods (New Car Scent)
  1
  YES / NO
  Neuro
  Neuro Elite
  Psycho Killer
  Pulse Attractor
  Radio Jammer
  Riot Foam
  Screamer
  Sounder Plus
  Spider
  Spotting Paint Round
  Target Designator (TD)
  Toxin Dispenser MID
  Thunderbolt
  Zen Slayer
  Vulcan
  Vulcan Plus
  Ultra Mag Modification
  AMMO - SHOTGUN SHELLS
  Door Breacher
  Flash-bang
  Garrote
  Mercuric
  Plastic
  OC
  Roadblocker
  Rubber
  Flamethrower
  AMMO - SMARTGUN TYPE A
  AMMO - SMARTGUN TYPE B
  4
  4
  4
  Marker Round
  Safety Plus
  Safety Plus II
  ITEM NAME
  GBR
  ALLOWED?
  2
  4
  1
  3
  1
  3
  3
  3
  3
  4
  3
  2
  4
  2
  3
  4
  4
  -
  -
  5
  4
  1
  1
  -
  5
  -
  -
  -
  -
  2
  3
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  YES / NO
  2
  YES / NO
  YES / NO
  YES / NO
  AMMO - SMARTGUN TYPE B
  -
  YES / NO
  5
  YES / NO
  Chaff Missile
  HARM Sensor
  Mirv-2
  Grenade Conversion
  -
  YES / NO
  MISSILES - REFLEX
  Super Mirv
  Skeet-1
  A-Grav vs. I-Grav
  Damage-to-Die Roll Conv.
  Deprogrammed Displacer
  By-Passing Armor - Displacer
  Spare Magazines
  Grenade Summary Tables
  Protective Weapon Coatings
  -
  YES / NO
  Psycho Killer
  RULES
  Partial Charge Fire
  Fire vs. Unarmored Characters
  Space Allocation
  Armor Option Compatibility
  Metal Armor Option Listing
  Noise Level
  Optional Hearing Loss
  Recovering from Berserk
  4
  4
  Seeker Special
  Standard
  AMMO - WEB GENERATORS
  Corrosive
  Explosive
  Slick Spray
  Spy Glue
  Vector Glue
  Riot Foam
  MISSILES - PMS2
  Anti-Armor
  Anti-Personnel
  Anti-Structure
  Anti-Vehicular
  Biological 
  Chemical
  Incindiary
  Napalm
  APPENDICES
  -
  YES / NO
  -
  YES / NO
  -
  Humor
  Optional Reload Check Rule
  Rapid Reload Rules
  -
  YES / NO
  -
  YES / NO
  
SOURCE: textdata/thevault/Battlelords of the 23rd Century/Battlelords of the Twenty-Third Century Lock-N-Load Reloaded.pdf