Armory and Manufacturer Guide

Space is where nobody can hear you scream.
GM: Sol
AGM: Armstrong

Moderators: Game Masters, Group Leaders

Armory and Manufacturer Guide

Postby Sol » Sat Sep 15, 2018 12:38 pm

Manufacturers Guide
In order to maintain a uniform look to gear, the following manufacturers should be used for the following items. Note, so weapons are retooled from their normal Rifts versions to take advantage of the new MD=SDC rule. Some are given higher damage versions

The following manufacturers are in play. Use the listed prefixes for items by them
CAN Republic: Advanced robotics and manufacturing of just about every product
    CAN Mining and Manufacturing Subsidiary: This premier subsidiary handles most of the bulk of goods most on the moon and off see. CAN- for most goods
    CAN Munitions and Armor Subsidiary: Everything from the VRDDS robots to military gear, this subsidiary makes them. CMA_-for most personal sized gear. The _ specificies Armor (P), Firearms and Energy weapons (W), Power Armor and Robots (R)
    CAN Shipworks Subsidiary: Makes shuttles, lunar patrol craft, and Space Work Pods
Laika Station: Shipbuilding, military and industrial manufacturing (LPK-)
Freedom Station: Software, Glitterboy Tech, Cybernetics, Juicer and M.O.M. technology
KLS Corporation
    USA- for Glitterboys and related products
    KLM- for most other military products
    KCM- for civilian grade armaments and armor, including power armor
    KLS- for most other products)
Fabricators, Inc.: Shuttles and Space Work Pods, Software, Weapons, Armor and Power Armor, Cybernetics, Juicer and M.O.M. technology. Actually on Freedom, the Moon, and Yuro; only Laika lacks a branch.
    FN - for munitions, weapons and military products
    FA - for spacesuits and power armor
    FB - for most civilian and military grade cybernetics (including bionics, MOM, and Juicer Tech)
    FS - for shuttle and robot offerings
    FC - Consumer grade offerings, including food, software and consumer electronics
Yuro Station: Computer Manufacturing, Genetic Labs, Weapons and armor
    Germans: SIG-Mauser Armaments and Armor Technologies
    British:
      British Royal Armory (Military and Civilian weapons, armor, and survival gear; also consumer goods and electronics)
        BRM - Military Arms and Armor
        BRU - Civilian Arms and Armor
        BRS - Survival and Rescue Gear
        BRE - Consumer Goods and Electronics
      Westbourne Power Systems (Power Generation, Solar Cell Technology, Ship Power Sources)
    Sweden: Gambro-Mullingstorp Pharmaceutical Technologies (Biotech, medical prosthesis, civilian cybernetics, military bionics, bioelectric engineering
    Denmark: Jorgensen Engineering Services (Solar Cell Technology, Sail maintenance, worker protection, etc)
    Norway: Aker Orbital Protection (Logistics and Support for hospitals, rescue ships, and mining ventures, as well as offering some PMC troops as well.)
    French:
      Orano-Suez (Consumer and Industrial Electronics and Computers)
      Sanofi Cyber-pharmaceuticals (MOM technology, Cybernetics, Bionics, pharmaceuticals, Consumer health products)
    Spanish: Mondragon-Ebrio Conglomerates (Food, food processing, consumer goods from bio-products)
    Italy: Ducati Energia (Power Generation, Solar Cell Technology, Ship Power Sources)
Belkirk Mall: Personal Arms and Armor, Vac Suits, Spacer Gear
    BMP - Paramilitary and Civilian Arms and Armor
    BMS - Survival and Rescue Gear, Mining Vac Suits, Mining Gear
Ceres: Small Arms, Munitions, Weapon Systems (CA-)
Rock Butt Station: Small Shipbuilding, Mining Equipment (RBS-)
Jovian League: Shipbuilding, robotics, computers and manufacturing of just about every product. (?)
Titan: Shipbuilding, exotic goods, luxury items and manufacturing of just about every product. (?)

Price Modifications for smaller and larger sized armor
Size Level 3 or lower - Weight x5%. Standard Price x200%.
Size Level 4 - Weight x10%. Standard Price x150%.
Size Level 5 - Weight x20%. Standard Price x125%.
Size Level 6 through 7 - Weight x50%. Standard Price x115%.
Size Level 8 through 9 - Weight x75%. Standard Price x105%.
Size Level of 10 through 12 - Standard Price
Size Level 13 through 15 - Weight x125%. Standard Price x200%.
Size Level 16 through 18 - Weight x150%. Standard Price x400%.
Size Level 19 - Weight 200%. Standard Price x750%.
Size Level 20 - Weight x250%. Standard Price x1250%.
Size Level 21 or greater - Weight x300%. Standard Price x2500%
User avatar
Sol
Game Master
 
Posts: 49
Joined: Sun Jul 15, 2018 8:11 pm

Melee Weapons

Postby Sol » Sun Sep 16, 2018 8:28 pm

LPK-B20 Ceramic Nightstick/Tonfa
Image
Weight: 1 pound (ceramic tonfa)
Damage: 1D6 S.D.C.
Bonus:The mace is an M.D.C. structure and can be used to parry M.D. attacks from Vibro-Blades, 'Borgs, 'bots and power armor.
.
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[b]LPK-B20 Ceramic Nightstick/Tonfa[/b]
[img]http://i1224.photobucket.com/albums/ee372/matheis81/Nightstick.jpg[/img]
[size=85][u]Weight:[/u] 1 pound (ceramic tonfa)
[u]Damage:[/u] 1D6 S.D.C.
[u]Bonus:[/u]The mace is an M.D.C. structure and can be used to parry M.D. attacks from Vibro-Blades, 'Borgs, 'bots and power armor.[/size].


FC-K08 Knife
Image
Weight: 1 lbs
Damage: 1D6 S.D.C.

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[b]FC-K08 Knife[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715093507-08033f46.png[/img]
[size=85][u]Weight:[/u] 1 lbs
[u]Damage:[/u] 1D6 S.D.C.[/size]


FC-K09 Brace of Throwing Knives
Image
Description: 4 ultra-thin throwing knives in a single compact sheath designed for an easy, fast draw.
Damage: 1D6
Length: 4"
Weight: 2 oz. each
Modifiers: +1 to Strike when Thrown by skilled user

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[b]FC-K09 Brace of Throwing Knives[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/12/20170712155317-c5cce8a8.png[/img]
[size=85]Description: 4 ultra-thin throwing knives in a single compact sheath designed for an easy, fast draw.
Damage: 1D6
Length: 4"
Weight: 2 oz. each
Modifiers: +1 to Strike when Thrown by skilled user[/size]


FC-K10 Hatchet
Image
• • Damage: Blade 2D4/Blunt 1D4
• • 01-10% chance of getting stuck with each strike

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[b]FC-K10 Hatchet[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715093511-c238491b.png[/img]
[size=85]• • Damage: Blade 2D4/Blunt 1D4
• • 01-10% chance of getting stuck with each strike[/size]


FN-E1A2 Neural Mace
Image
Damage: 1d6 + special effects, see p.259 RUE for full details
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[b]FN-E1A2 Neural Mace[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/12/20170712155733-f8f8eb30.png[/img]
[size=85]Damage: 1d6 + special effects, see p.259 RUE for full details[/size]


FN-M1A1 Vibro-Knife
Image
Damage: 1D6 M.D.
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[b]FN-M1A1 Vibro-Knife[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/12/20170712155317-0a398006.png[/img]
[size=85]Damage: 1D6 M.D.[/size]


FN-M1A2 “Long Blade“ Vibro-knife
Image
• Damage: 2D4 M.D.
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[b]FN-M1A2 “Long Blade“ Vibro-knife[/b]
[img]http://explorersunlimited.com/images/upload/2018/05/12/20180512092534-e1c17e58.png[/img]
[size=85]• Damage: 2D4 M.D.[/size]


FN-M2A1 Vibro-Sabre
Image
Damage: 2d6 MD
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[b]FN-M2A1 Vibro-Sabre[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/12/20170712160022-ac48923f.png[/img]
[size=85]Damage: 2d6 MD[/size]


FN-M2A2 Vibro-Sword
Image
※ Damage: 3d6 MD
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[b]FN-M2A2 Vibro-Sword[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/12/20170712160022-ac48923f.png[/img]
[size=85]※ Damage: 3d6 MD[/size]


FN-M3A1 Vibro-Axe
Image
※ Damage: 3d6 MD
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[b]FN-M3A1 Vibro-Axe[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/12/20170712155315-149b237f.png[/img]
[size=85]※ Damage: 3d6 MD[/size]


FN-M8A1 Triple Bladed "Cats Claw" Hand-Guards
Image
----Damage: 3D4 MD
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[b]FN-M8A1 Triple Bladed "Cats Claw" Hand-Guards[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/19/20171119141403-e2bf3e17.png[/img]
[size=85]----Damage: 3D4 MD[/size]


FN-M8A3 Forearm Vibro-Tri-Blades
Image
☞ Damage--3D6 MD
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[b]FN-M8A3 Forearm Vibro-Tri-Blades[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/12/20170712160142-68ee7f94.png[/img]
[size=85]☞ Damage--3D6 MD[/size]
User avatar
Sol
Game Master
 
Posts: 49
Joined: Sun Jul 15, 2018 8:11 pm

Ballistic Sidearms

Postby Sol » Sun Sep 16, 2018 8:55 pm

CA-71R Ceres Arms “Inquisitor“ Revolver
Image
• Weight: 5 lbs
• Range: 250 feet
• Damage: 6D6 S.D.C.
• Rate of Fire: Single Shot.
• Payload: 6 12.7mm rounds
• Modifiers: Requires a P.S. of 18 to wield one handed.

• Cost: 700 IOU
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[b]CA-71R Ceres Arms “Inquisitor“ Revolver[/b]
[img]http://i1224.photobucket.com/albums/ee372/matheis81/Inquisitor.jpg[/img]
[size=85]• Weight: 5 lbs
• Range: 250 feet
• Damage: 6D6 S.D.C.
• Rate of Fire: Single Shot.
• Payload: 6 12.7mm rounds
• Modifiers: Requires a P.S. of 18 to wield one handed.[/size]


CA-81N Ceres Arms “Needler“ 10mm Machine Pistol
Image
• Range: 150 feet
• Damage: 4D6 S.D.C. (5-round burst) or 6D6 S.D.C. (10-round burst; 2 actions)
• Rate of Fire: Burst only.
• Payload: 50 10mm rounds

• Cost: 1,200 IOU
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[b]CA-81N Ceres Arms “Needler“ 10mm Machine Pistol[/b]
[img]http://i1224.photobucket.com/albums/ee372/matheis81/Needler.jpg[/img]
[size=85]• Range: 150 feet
• Damage: 4D6 S.D.C. (5-round burst) or 6D6 S.D.C. (10-round burst; 2 actions)
• Rate of Fire: Burst only.
• Payload: 50 10mm rounds[/size]


CA-82F Ceres Arms Folding Flechette Machine Pistol
Image
• Weight: 3 lbs
• Range: 500 feet
• Damage: per ammunition loaded
Flechette Rounds
Steel Shards: Releases a score of tiny metal shards that do one-third damage to equipment, but to people, 1D6+2 S.D.C. from pistols and 4D4 S.D.C. from rifles. Cost: IOU 30 per 10 rounds.

Explosive Phosphorus: The 20 shards have a phosphorus explosive tip which bums the skin (as well as paper, cloth and plastic with no damage to metal or glass). Damage: 2D6+2 S.D.C. from pistol rounds and 5D6+2 S.D.C. from rifle rounds. Cost: IOU 150 per 10 rounds.

Poison: The twenty shards are tipped in a non-lethal toxin that will hurt and disorient one's opponent. However, to be effective, the f1echette shards must strike bare skin, otherwise they have no effect against body armor, vacuum suits, or even heavy clothing. This means that the shooter is likely to have to make an aimed, "called shot" to strike an exposed area of skin, like the hands, neck or face. Damage from the blast is a mere one S.D.C. point from pistols or 1D4 S.D.C. from rifles, but the toxin inflicts an additional 2D6 S.D.C. points of damage and unless the victim saves vs toxin (16 or higher), he is - 2 to strike, parry and dodge. The affects of the toxin last only ID6 melees per each bullet that hits. A successful save means damage is half and no penalties. Cost: IOU 200 per 10 rounds.

Tranquilizer: Same as poison described abo~e , except the toxin does no damage and the saving throw is 14 (not 16). The tranquilizer has a 1-50% chance of knocking outlputting to sleep its living target for 2D6 melees. A roll of 51-00 means the person is groggy and dizzy for 2D6 melees and is -2 to strike, parry, and dodge, has no initiative and speed is reduced by half. A successful save means no ill effects whatsoever. Cost: IOU 250 per 10 rounds.
• Rate of Fire: Single shot, five round burst (x1.5 damage), 10 round long burst (x2 damage; two actions)
• Payload: 30 Round Box Magazine
• Standard Features: Folds up to the size of a paperback book.
• Integrated Flashlight.
• Integrated Laser Site. (+1 Aimed Shots)

• Cost: 2,000 IOU
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[b]CA-82F Ceres Arms Folding Flechette Machine Pistol[/b]
[img]http://i1224.photobucket.com/albums/ee372/matheis81/FoldingMachineGun.jpg[/img]
[size=85]• Weight: 3 lbs
• Range: 500 feet
• Damage: per ammunition loaded
• [ooc=Flechette Rounds]Steel Shards: Releases a score of tiny metal shards that do one-third damage to equipment, but to people, 1D6+2 S.D.C. from pistols and 4D4 S.D.C. from rifles. Cost: IOU 30 per 10 rounds.

Explosive Phosphorus: The 20 shards have a phosphorus explosive tip which bums the skin (as well as paper, cloth and plastic with no damage to metal or glass). Damage: 2D6+2 S.D.C. from pistol rounds and 5D6+2 S.D.C. from rifle rounds. Cost: IOU 150 per 10 rounds.

Poison: The twenty shards are tipped in a non-lethal toxin that will hurt and disorient one's opponent. However, to be effective, the f1echette shards must strike bare skin, otherwise they have no effect against body armor, vacuum suits, or even heavy clothing. This means that the shooter is likely to have to make an aimed, "called shot" to strike an exposed area of skin, like the hands, neck or face. Damage from the blast is a mere one S.D.C. point from pistols or 1D4 S.D.C. from rifles, but the toxin inflicts an additional 2D6 S.D.C. points of damage and unless the victim saves vs toxin (16 or higher), he is - 2 to strike, parry and dodge. The affects of the toxin last only ID6 melees per each bullet that hits. A successful save means damage is half and no penalties. Cost: IOU 200 per 10 rounds.

Tranquilizer: Same as poison described abo~e , except the toxin does no damage and the saving throw is 14 (not 16). The tranquilizer has a 1-50% chance of knocking outlputting to sleep its living target for 2D6 melees. A roll of 51-00 means the person is groggy and dizzy for 2D6 melees and is -2 to strike, parry, and dodge, has no initiative and speed is reduced by half. A successful save means no ill effects whatsoever. Cost: IOU 250 per 10 rounds.[/ooc]• Rate of Fire: Single shot, five round burst (x1.5 damage), 10 round long burst (x2 damage; two actions)
• Payload: 30 Round Box Magazine
• Standard Features: Folds up to the size of a paperback book.
• Integrated Flashlight.
• Integrated Laser Site. (+1 Aimed Shots)[/size]


CA-237 Ceres Arms 237 "Backup" Laser Pistol
Image
• Weight: 3 lbs
• Range: 500'
• Damage: 3d6 M.D. per single blast, 6d6 M.D. per double blast. 5d6 S.D.C. per low power blast and 1d6x10 S.D.C. per double low power blast.
• Rate of Fire: Single shot. Double blasts count as one shot.
• Payload: 8 double blasts per standard E-Clip, 16 per long E-Clip; 2 low power shots count as one regular shot.
• Bonuses: +2 to strike on an aimed shot.
• Skill: W.P. E-Pistol

• Cost: 24,000 IOU
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[b]CA-237 Ceres Arms 237 "Backup" Laser Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124091856-f814e1b5.png[/img]
[size=85]• Weight: 3 lbs
• Range: 500'
• Damage: 3d6 M.D. per single blast, 6d6 M.D. per double blast. 5d6 S.D.C. per low power blast and 1d6x10 S.D.C. per double low power blast.
• Rate of Fire: Single shot. Double blasts count as one shot.
• Payload: 8 double blasts per standard E-Clip, 16 per long E-Clip; 2 low power shots count as one regular shot.
• Bonuses: +2 to strike on an aimed shot.[/size]


CA-247 Ceres Arms 247 "Hero" Dual Pistol
Image
• Weight: 5 lbs
• Range: 1000' Medium Laser, 500' Heavy Laser
• Damage: Medium Laser: 2d6 M.D., Heavy Laser: 3d6 M.D.
• Rate of Fire: Single shot.
• Payload: Medium Laser: 20 shots per standard E-Clip. Heavy Laser: 32 shots per long E-Clip (16 standard)
• Bonuses: +2 to strike on an aimed shot when used with two hands.
• Notes: Each barrel uses a separate E-Clip. Can not be fired at the same time.
• Skill: W.P. E-Pistol

• Cost: 25,000 IOU
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[b]CA-247 Ceres Arms 247 "Hero" Dual Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092703-9758bd8e.png[/img]
[size=85]• Weight: 5 lbs
• Range: 1000' Medium Laser, 500' Heavy Laser
• Damage: Medium Laser: 2d6 M.D., Heavy Laser: 3d6 M.D.
• Rate of Fire: Single shot.
• Payload: Medium Laser: 20 shots per standard E-Clip. Heavy Laser: 32 shots per long E-Clip (16 standard)
• Bonuses: +2 to strike on an aimed shot when used with two hands.
• Notes: Each barrel uses a separate E-Clip. Can not be fired at the same time.[/size]


CA-320 Ceres Arms 320 "Classic" Laser Pistol
Image
• Range: 1,000'
• Damage: 1D6 M.D. and 2d6 S.D.C. per low power shot
• Rate of Fire: Single shots only
• Payload: 20 shots per e-clip; 2 low power shots count as one regular shot
• Modifiers: +2 bonus to strike on Aimed shot

Cost: 11,000 IOU
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[b]CA-320 Ceres Arms 320 "Classic" Laser Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092704-cf083de8.png[/img]
[size=85]• Range: 1,000'
• Damage: 1D6 M.D. regular shot and 2d6 S.D.C. per low power shot
• Rate of Fire: Single shots only
• Payload: 20 shots per e-clip; 2 low power shots count as one regular shot
• Modifiers: +2 bonus to strike on Aimed shot[/size]


FN-57-A1 Five-Seven Semi-Auto Pistol
Image
• Range: 160'
• Damage: 5d6 S.D.C.
• RoF: Single Shot Only
• Payload: 15 round box magazine (5.7x28mm)
• Skill: W.P. E-Pistol

• Cost: 750 IOU
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[b]FN-57-A1 Five-Seven Semi-Auto Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2018/01/06/20180106015553-6872c95e.png[/img]
[size=85]• Range: 160'
• Damage: 5d6
• RoF: Single Shot Only
• Payload: 15 round box magazine (5.7x28)[/size]


FN-I55 Light Ion Pistol
Image
• Range: 400'
• Damage: 4D6 S.D.C
• Rate of Fire: Each shot counts as one melee attack
• Payload: 6 shots per standard E-Clip, 12 shots per long E-clip, or 42 shots with Power Pack (pack weighs 3 lbs. and recharges 4 blasts per hour)
• Weight: 2.5 lbs.

• Cost: The list price is 8,000 IOU, but this old standard pistol has been on sale at 4,000 IOU so often over the years, that most people think of it as the list price.
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[b]FN-I55 Light Ion Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/03/20170703083436-d3fb2455.png[/img]
[size=85]• Range: 400'
• Damage: 4D6 S.D.C
• Rate of Fire: Each shot counts as one melee attack
• Payload: 6 shots per standard E-Clip, 12 shots per long E-clip, or 42 shots with Power Pack (pack weighs 3 lbs. and recharges 4 blasts per hour)
• Weight: 2.5 lbs.[/size]


Freedom Block PLP-20 "Police Special" Pulse Laser Pistol
Image
• Weight: 2.6 lbs
• Mega Damage: 2D6 M.D. per single blast or 5d6 M.D. per triple burst.
• Rate of fire: Single shot or three blast bursts.
• Effective Range: 1000'
• Payload: 21 single shots or 7 bursts per standard E-Clip. 168 single blasts or 56 bursts using a power pack.
• Bonuses: +1 to strike on aimed/called shots. Another +1 if equipped with laser targeting. No bonuses for bursts.
• Skill: W.P. E-Pistol
• Cost: 20,00 IOU, 60,000 IOU for the backpack battery

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[b]Freedom Block PLP-20 "Police Special" Pulse Laser Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092654-2bd87529.png[/img]
[size=85]• Weight: 2.6 lbs
• Mega Damage: 2D6 M.D. per single blast or 5d6 M.D. per triple burst.
• Rate of fire: Single shot or three blast bursts.
• Effective Range: 1000'
• Payload: 21 single shots or 7 bursts per standard E-Clip. 168 single blasts or 56 bursts using a power pack.
• Bonuses: +1 to strike on aimed/called shots. Another +1 if equipped with laser targeting. No bonuses for bursts.[/size]


Freedom Block PLP-22 "Orbital Police Special" Pulse Laser Pistol
Image
• Weight: 2.6 lbs
• Damage: 3D6 S.D.C. per single blast or 1d6x10 S.D.C per triple burst.
• Rate of fire: Single shot or three blast bursts.
• Effective Range: 1000'
• Payload: 21 single shots or 7 bursts per standard E-Clip.
• Bonuses: +1 to strike on aimed/called shots. Another +1 if equipped with laser targeting. No bonuses for bursts.
• Skill: W.P. E-Pistol
• Cost: 15,000

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[b]Freedom Block PLP-21 "Orbital Police" Pulse Laser Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092654-2bd87529.png[/img]
[size=85]• Weight: 2.6 lbs
• Damage: 3D6 S.D.C. per single blast or 1d6x10 S.D.C per triple burst.
• Rate of fire: Single shot or three blast bursts.
• Effective Range: 1000'
• Payload: 21 single shots or 7 bursts per standard E-Clip. 168 single blasts or 56 bursts using a power pack.
• Bonuses: +1 to strike on aimed/called shots. Another +1 if equipped with laser targeting. No bonuses for bursts.[/size]


Freedom Block MIP-21 Maxi-Ion Pistol
Image
• Weight: 3 lbs
• Mega Damage: 3D6 M.D. per single blast or 1d4X10 per triple burst. No bonuses for triple burst.
• Rate of fire: Single shot or three blast bursts.
• Effective Range: 800'
• Payload: 21 single shots or 7 bursts per standard E-Clip. 147 single blasts or 49 bursts using a power pack.
• Bonus from laser targeting: +1 to strike on aimed shots. Does not apply to bursts.
• Skill: W.P. E-Pistol
• Cost: Unavailable. 30,000 IOU, 60,000 IOU for the backpack battery.

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[b]Freedom Block MIP-21 Maxi-Ion Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092643-ed2bba32.png[/img]
[size=85]• Weight: 3 lbs
• Mega Damage: 3D6 M.D. per single blast or 1d4X10 per triple burst. No bonuses for triple burst.
• Rate of fire: Single shot or three blast bursts.
• Effective Range: 800'
• Payload: 21 single shots or 7 bursts per standard E-Clip. 147 single blasts or 49 bursts using a power pack.
• Bonus from laser targeting: +1 to strike on aimed shots. Does not apply to bursts.[/size]


Freedom Block MIP-23 Maxi-Ion Pistol
Image
• Weight: 3 lbs
• Damage: 4D6 S.D.C. per single blast or 1d6X10+20 S.D.C. per triple burst. No bonuses for triple burst.
• Rate of fire: Single shot or three blast bursts.
• Effective Range: 800'
• Payload: 21 single shots or 7 bursts per standard E-Clip. 147 single blasts or 49 bursts using a power pack.
• Bonus from laser targeting: +1 to strike on aimed shots. Does not apply to bursts.
• Skill: W.P. E-Pistol
• Cost: 25,000 IOU

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[b]Freedom Block MIP-23 Maxi-Ion Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092643-ed2bba32.png[/img]
[size=85]• Weight: 3 lbs
• Damage: 4D6 S.D.C. per single blast or 1d6X10+20 S.D.C. per triple burst. No bonuses for triple burst.
• Rate of fire: Single shot or three blast bursts.
• Effective Range: 800'
• Payload: 21 single shots or 7 bursts per standard E-Clip. 147 single blasts or 49 bursts using a power pack.
• Bonus from laser targeting: +1 to strike on aimed shots. Does not apply to bursts.[/size]


Freedom Block Protection SR-5 Recoilless Pistol
Image
• Range: 200'
• Damage: 5D6 per shot, double for short burst
• Rate of Fire: Single shot or short burst
• Payload: 15 round magazine
• Weight: 2.8 lbs.
• Modifiers: none

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[u]Freedom Block Protection SR-5 Recoilless Pistol[/u]
[img]http://i1224.photobucket.com/albums/ee372/matheis81/FreedomBlockProtectionSR-5RecoillessPistol.jpg[/img]
[size=85]• Range: 200'
• Damage: 5D6 per shot, double for short burst
• Rate of Fire: Single shot or short burst
• Payload: 15 round magazine
• Weight: 2.8 lbs.
• Modifiers: none[/size]


LPK-F08 Flechette Pistol
Image
• Weight: 4 lbs
• Damage: per ammunition loaded
Flechette Rounds
Steel Shards: Releases a score of tiny metal shards that do one-third damage to equipment, but to people, 1D6+2 S.D.C. from pistols and 4D4 S.D.C. from rifles. Cost: IOU 30 per 10 rounds.

Explosive Phosphorus: The 20 shards have a phosphorus explosive tip which bums the skin (as well as paper, cloth and plastic with no damage to metal or glass). Damage: 2D6+2 S.D.C. from pistol rounds and 5D6+2 S.D.C. from rifle rounds. Cost: IOU 150 per 10 rounds.

Poison: The twenty shards are tipped in a non-lethal toxin that will hurt and disorient one's opponent. However, to be effective, the f1echette shards must strike bare skin, otherwise they have no effect against body armor, vacuum suits, or even heavy clothing. This means that the shooter is likely to have to make an aimed, "called shot" to strike an exposed area of skin, like the hands, neck or face. Damage from the blast is a mere one S.D.C. point from pistols or 1D4 S.D.C. from rifles, but the toxin inflicts an additional 2D6 S.D.C. points of damage and unless the victim saves vs toxin (16 or higher), he is - 2 to strike, parry and dodge. The affects of the toxin last only ID6 melees per each bullet that hits. A successful save means damage is half and no penalties. Cost: IOU 200 per 10 rounds.

Tranquilizer: Same as poison described abo~e , except the toxin does no damage and the saving throw is 14 (not 16). The tranquilizer has a 1-50% chance of knocking outlputting to sleep its living target for 2D6 melees. A roll of 51-00 means the person is groggy and dizzy for 2D6 melees and is -2 to strike, parry, and dodge, has no initiative and speed is reduced by half. A successful save means no ill effects whatsoever. Cost: IOU 250 per 10 rounds.
• Rate of Fire: Single shots only.
• Range: 100 ft
• Payload: 8 flechette rounds
• Skill: W.P. Handguns

• Cost: 400 IOU
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[b]LPK-F08 Flechette Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2018/09/20/20180920135203-b9c1075a.png[/img]
[size=85][u]Weight:[/u] 4 lbs
[u]Damage:[/u] Varies by payload.
[u]Range:[/u] 100 ft
[u]Payload:[/u] 8 flechette rounds, [/size]


LPK-L20 Laser Pistol
Image
• Range: 800'
• Damage: 2d6 MD or 4d6 S.D.C. per low power blast.
• Rate of Fire: Single shots only
• Payload: 21 shots per E-clip or 30 shots per Long E-Clip; 2 low power shots count as one regular shot.
• Skill: W.P. E-Pistol
• Cost: 16,000 IOU

Code: Select all
[b]LPK-L20 Laser Pistol[/b]
[img]http://explorersunlimited.com/images/_data/i/upload/2018/09/20/20180920135300-021f66cc-th.png[/img]
[size=85]• Range: 800'
• Damage: 2d6 MD or 4d6 S.D.C. per low power blast.
• Rate of Fire: Single shots only
• Payload: 21 shots per E-clip or 30 shots per Long E-Clip; 2 low power shots count as one regular shot.[/size]


S255D SIG-Mauser “Viper” Dart Pistol
Image
• Weight: 0.5 lbs
• Damage: per ammunition loaded
Flechette Rounds
Poison: The darts are tipped in a non-lethal toxin that will hurt and disorient one's opponent. However, to be effective, the darts must strike bare skin, otherwise they have no effect against body armor, vacuum suits, or even heavy clothing. This means that the shooter is likely to have to make an aimed, "called shot" to strike an exposed area of skin, like the hands, neck or face. Damage from the blast is a mere one S.D.C. point, but the toxin inflicts an additional 2D6 S.D.C. points of damage and unless the victim saves vs toxin (16 or higher), he is - 2 to strike, parry and dodge. The affects of the toxin last only 1D6 melees per each bullet that hits. A successful save means damage is half and no penalties. Cost: IOU 200 per 10 rounds.

Tranquilizer: Same as poison described above , except the toxin does no damage and the saving throw is 14 (not 16). The tranquilizer has a 1-50% chance of knocking out/putting to sleep its living target for 2D6 melees. A roll of 51-00 means the person is groggy and dizzy for 2D6 melees and is -2 to strike, parry, and dodge, has no initiative and speed is reduced by half. A successful save means no ill effects whatsoever. Cost: IOU 250 per 10 rounds.
• Range: 50 feet.
• Payload: 8 round magazine
• Bonuses: +15% to concealment or Palming.
• Skill: W.P. Handguns

• Cost: 200 IOU
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[b]S255D SIG-Mauser “Viper” Dart Pistol[/b]
[img]http://i1224.photobucket.com/albums/ee372/matheis81/Viper.jpg[/img]
[size=85]• Weight: 0.5 lbs
• Damage: per ammunition loaded
• [ooc=Flechette Rounds]Poison: The darts are tipped in a non-lethal toxin that will hurt and disorient one's opponent. However, to be effective, the darts must strike bare skin, otherwise they have no effect against body armor, vacuum suits, or even heavy clothing. This means that the shooter is likely to have to make an aimed, "called shot" to strike an exposed area of skin, like the hands, neck or face. Damage from the blast is a mere one S.D.C. point, but the toxin inflicts an additional 2D6 S.D.C. points of damage and unless the victim saves vs toxin (16 or higher), he is - 2 to strike, parry and dodge. The affects of the toxin last only 1D6 melees per each bullet that hits. A successful save means damage is half and no penalties. Cost: IOU 200 per 10 rounds.

Tranquilizer: Same as poison described abo~e , except the toxin does no damage and the saving throw is 14 (not 16). The tranquilizer has a 1-50% chance of knocking outlputting to sleep its living target for 2D6 melees. A roll of 51-00 means the person is groggy and dizzy for 2D6 melees and is -2 to strike, parry, and dodge, has no initiative and speed is reduced by half. A successful save means no ill effects whatsoever. Cost: IOU 250 per 10 rounds.[/ooc]• Range: 50 feet.
• Payload: 8 round magazine
• Bonuses: +15% to concealment or Palming.[/size]
User avatar
Sol
Game Master
 
Posts: 49
Joined: Sun Jul 15, 2018 8:11 pm

SMGs, Carbines, and Shotguns

Postby Sol » Tue Sep 25, 2018 7:44 pm

CA-30 Ceres Arms 9mm Sub-Machinegun
Image
• Range: 250’
• Rate of Fire & Damage:
• • Single Shot: 3d6 SDC
• • 3-Round Burst: 6d6+3 SDC
• • 6-Round Burst: 1d6x10+4 SDC
• Payload: 30 bullet box magazine.
• Skill: W.P. Sub-Machine Gun
• Cost: 3200 IOU

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[b]CA-30 Ceres Arms 9mm Sub-Machinegun[/b]
[IMG]http://i1224.photobucket.com/albums/ee372/matheis81/Australia%20Weapons%20and%20Armor/NeraTech9mmSMG-30_zps66150969.png[/IMG]
[size=85]• Range: 250’
• Rate of Fire & Damage:
• • Single Shot: 3d6 SDC
• • 3-Round Burst: 6d6+3 SDC
• • 6-Round Burst: 1d6x10+4 SDC
• Payload: 30 bullet box magazine.[/size]


FN-PDW57-A1 Personal Defense Weapon
Image
• Range: 1000'
• RoF & Damage:
• • Single Shot: 4D6+2
• • Short Burst: 6d6+4 (5 rounds)
• • Long Burst: 2d6x10+10 (15 rounds)
• • Short Spray: 4d6+2 to 1d4 targets (10 rounds)
• • Long Spray: 4d6+2 to 1d8 targets (30 rounds)
• • Empty Burst: 4d6x10+20 (50 rounds fired, all A.P.M.)
• • Empty Spray: 8d6+6 to 2d8 targets (50 rounds fired, all A.P.M.)
• Payload: 50 round magazine (5.7x28mm)
• Skill: W.P. Sub-Machine Gun
• Cost: 5000 IOU

Code: Select all
[b]FN-PDW57-A1 Personal Defense Weapon[/b]
[img]http://explorersunlimited.com/images/upload/2018/09/26/20180926002149-c8c192e7.png[/img]
[size=85]• Range: 1000'
• RoF & Damage:
• • Single Shot: 4D6+2
• • Short Burst: 6d6+4 (5 rounds)
• • Long Burst: 2d6x10+10 (15 rounds)
• • Short Spray: 4d6+2 to 1d4 targets (10 rounds)
• • Long Spray: 4d6+2 to 1d8 targets (30 rounds)
• • Empty Burst: 4d6x10+20 (50 rounds fired, all A.P.M.)
• • Empty Spray: 8d6+6 to 2d8 targets (50 rounds fired, all A.P.M.)
• Payload: 50 round magazine (5.7x28mm)[/size]


Freedom Block SR-23 10mm Recoiless SMG
Image
Range: 550'
• Rate of Fire & Damage:
• • Single Shot: 3d6+1 SDC
• • 3-Round Burst: 6d6+4 SDC
• • 6-Round Burst: 1d6x10+6 SDC
• Payload: 30 round box magazine
• Note: The Vector Recoil Suppression System adds an additional +1 to strike with this weapon.
• Skill: W.P. Sub-Machine Gun
• Cost: 4300 IOU

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[b]Freedom Block SR-23 10mm Recoiless SMG[/b]
[img]http://explorersunlimited.com/images/upload/2018/09/26/20180926123537-8fd7e865.png[/img]
[size=85]Range: 550'
• Rate of Fire & Damage:
• • Single Shot: 3d6+1 SDC
• • 3-Round Burst: 6d6+4 SDC
• • 6-Round Burst: 1d6x10+6 SDC
• Payload: 30 round box magazine
• Note: The Vector Recoil Suppression System adds an additional +1 to strike with this weapon.[/size]


FN-M380C 18.5x89mm Combat Shotgun
Image
• Weight: 12 lbs plus 5-7 pounds for an ammo clip.
• Range: 1100'
• Damage: By Ammunition Tyle
• • S.D.C. 12 ga. Buckshot: 4d6 S.D.C (4 foot radius) or 1d4x10+10 S.D.C. (6 foot radius) for three round burst
• • S.D.C. 12 ga. Slug: 5d6 S.D.C or 1d6x10+10 S.D.C. for three round burst
• • M.D. 18.5x89mm Explosive Micro-Grenade: 2d6 M.D. (6 foot radius) or 5d6 M.D. (6 foot radius) for three round burst
• • M.D. 18.5x89mm Plasma Micro-Grenade: 3d6 M.D. (3 foot radius) or 1d4x10 M.D. for three round burst
• • M.D. 18.5x89mm Armor Piercing Micro-Grenade: 2d6+2 M.D. or 6d6 M.D. for three round burst
• Rate of Fire: Single shot or three round burst.
• Payload: 9 round and 15 round box magazine
• Skill: W.P. Rifles

• Cost: 50,000 IOU
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[b]FN-M380C 18.5x89mm Automatic Combat Shotgun[/b]
[img]http://explorersunlimited.com/images/upload/2018/09/26/20180926123536-c94ac3c6.png[/img]
[size=85]• Weight: 12 lbs plus 5-7 pounds for an ammo clip.
• Range: 1100'
• Damage: By Ammunition Tyle
• • S.D.C. 12 ga. Buckshot: 4d6 S.D.C (4 foot radius) or 1d4x10+10 S.D.C. (6 foot radius) for three round burst
• • S.D.C. 12 ga. Slug: 5d6 S.D.C or 1d6x10+10 S.D.C. for three round burst
• • M.D. 18.5x89mm Explosive Micro-Grenade: 2d6 M.D. (6 foot radius) or 5d6 M.D. (6 foot radius) for three round burst
• • M.D. 18.5x89mm Plasma Micro-Grenade: 3d6 M.D. (3 foot radius) or 1d4x10 M.D. for three round burst
• • M.D. 18.5x89mm Armor Piercing Micro-Grenade: 2d6+2 M.D. or 6d6 M.D. for three round burst
• Rate of Fire: Single shot or three round burst.
• Payload: 9 round and 15 round box magazine[/size]


CA-52C Ceres Arms "Homesteader" Combat Shotgun
Image
• Weight: 18 lbs
• Range: 1600'
• Damage: By Ammunition Tyle
• • S.D.C. 12 ga. Buckshot: 4d6 S.D.C (4 foot radius)
• • S.D.C. 12 ga. Slug: 5d6 S.D.C
• • M.D. 18.5x89mm Explosive Micro-Grenade: 2d6 M.D. (6 foot radius)
• • M.D. 18.5x89mm Plasma Micro-Grenade: 3d6 M.D. (3 foot radius)
• • M.D. 18.5x89mm Armor Piercing Micro-Grenade: 2d6+2 M.D.
• Rate of Fire: Single shot.
• Payload: 16 rounds.
• Notes: Reloading 1 round at a time takes 2d4+30 seconds, speed loader will load 8 rounds in 1 melee action.
• Skill: W.P. Rifles

• Cost: 30,000 IOU
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[b]CA-52C Combat Shotgun[/b]
[img]http://explorersunlimited.com/images/upload/2018/09/26/20180926123535-000a89eb.png[/img]
[size=85]• Weight: 18 lbs
• Range: 1600'
• Damage: By Ammunition Tyle
• • S.D.C. 12 ga. Buckshot: 4d6 S.D.C (4 foot radius)
• • S.D.C. 12 ga. Slug: 5d6 S.D.C
• • M.D. 18.5x89mm Explosive Micro-Grenade: 2d6 M.D. (6 foot radius)
• • M.D. 18.5x89mm Plasma Micro-Grenade: 3d6 M.D. (3 foot radius)
• • M.D. 18.5x89mm Armor Piercing Micro-Grenade: 2d6+2 M.D.
• Rate of Fire: Single shot.
• Payload: 16 rounds.
• Notes: Reloading 1 round at a time takes 2d4+30 seconds, speed loader will load 8 rounds in 1 melee action.[/size]
User avatar
Sol
Game Master
 
Posts: 49
Joined: Sun Jul 15, 2018 8:11 pm

Rifles and other Longarms

Postby Sol » Tue Sep 25, 2018 7:45 pm

CA-400 Ceres Arms "Miner's Friend" Laser Rifle
Image
• Weight: 5 lbs
• Range: 2000'
• Damage: 3d6 M.D. or 5d6 S.D.C.
• Rate of Fire: Single shot.
• Payload: 20 shots per standard E-Clip; each Can fire 2 S.D.C. shots for the power of one M.D. shot.
• Bonuses: +1 to strike on an aimed shot.
• Notes: May not use a long E-Clip.
• Skill: W.P. E-Rifles

• Cost: 18,000 IOU and available to civilians (but not usually allowed on stations)
Code: Select all
[b]CA-400 Ceres Arms "Miner's Friend" Laser Rifle[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124090822-f3545e50.png[/img]
[size=85]• Weight: 5 lbs
• Range: 2000'
• Damage: 3d6 M.D. or 5d6 S.D.C.
• Rate of Fire: Single shot.
• Payload: 20 shots per standard E-Clip; each Can fire 2 S.D.C. shots for the power of one M.D. shot.
• Bonuses: +1 to strike on an aimed shot.
• Notes: May not use a long E-Clip.
• Bonuses: +1 to strike when both hands are used due to excellent balance, -2 to strike with one hand.


CA-457 "Centurion" Laser Pulse Rifle
Image
• Weight: 6 lbs
• Range: 2000'
• Damage: 3d6+2 M.D. per single shot, 1d6X10 per multiple pulse burst.
• Rate of Fire: Single shot.
• Payload: 30 shots per long E-Clip.
• Bonuses: +1 to strike on an aimed shot.
• Skill: W.P. E-Rifle, Location: WB 13, New West, Pg 206

• Cost: 40,000 credits
Code: Select all
[b]CA-457 "Centurion" Laser Pulse Rifle[/b]
[img]http://explorersunlimited.com/images/upload/2018/08/08/20180808180247-9f3628e8.png[/img]
[size=85]• Weight: 6 lbs
• Range: 2000'
• Damage: 3d6+2 M.D. per single shot, 1d6X10 per multiple pulse burst.
• Rate of Fire: Single shot.
• Payload: 30 shots per long E-Clip.
• Bonuses: +1 to strike on an aimed shot.[/size]


CA-577 Ceres Arms "Double Threat" Laser Rifle
Image
• Weight: 9 lbs
• Range: Laser: 2,000', Particle Beam: 1200'
• Damage: Laser: 3d6 M.D or 5d6 S.D.C., Particle Beam: 5d6+8 M.D.
• Rate of Fire: Single shot.
• Payload: Laser: 20 shots per standard E-Clip; each Can fire 2 S.D.C. shots for the power of one M.D. shot. Particle Beam: 8 shots per standard E-Clip, 16 shots per long E-Clip.
• Bonuses: +2 to strike on an aimed shot. for the laser.
• Notes: Weapon holds two E-Clips. One in the handle for the laser and a second in the standard port for the particle beam.
• Skill: W.P. E-Rifle

• Cost: 55,000 IOU
Code: Select all
[b]CA-577 Ceres Arms "Double Threat" Laser Rifle[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124091859-d19d60b6.png[/img]
[size=85]• Weight: 9 lbs
• Range: Laser: 2,000', Particle Beam: 1200'
• Damage: Laser: 3d6 M.D or 5d6 S.D.C., Particle Beam: 5d6+8 M.D.
• Rate of Fire: Single shot.
• Payload: Laser: 20 shots per standard E-Clip; each Can fire 2 S.D.C. shots for the power of one M.D. shot. Particle Beam: 8 shots per standard E-Clip, 16 shots per long E-Clip.
• Bonuses: +2 to strike on an aimed shot. for the laser.
• Notes: Weapon holds two E-Clips. One in the handle for the laser and a second in the standard port for the particle beam.[/size]


FN-LPR9 "Space Marine" Laser Pulse Rifle
Image
• Weight: 9 lbs.
• Range: 2,000'
• Damage: 2d6 M.D. single shot, 1D4x10 M.D. per triple burst
• Rate of Fire: Single shots or triple pulse burst.
• Payload: 24 shots per regular E-clip and 45 shots per Long E-Clip.
• Notes: Variable frequency. Setting 7 counters USA-10 Glitter Boy.
• Skill: W.P. E-Rifle

• Cost: 75,000 IOU
Code: Select all
[b]FN-LPR9 "Space Marine" Laser Pulse Rifle[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124090605-5e0a3741.png[/img]
[size=85]• Weight: 9 lbs.
• Range: 2,000'
• Damage: 2d6 M.D. single shot, 1D4x10 M.D. per triple burst
• Rate of Fire: Single shots or triple pulse burst.
• Payload: 24 shots per regular E-clip and 45 shots per Long E-Clip.
• Notes: Variable frequency. Setting 7 counters USA-10 Glitter Boy.[/size]


LPK-294R Trooper Laser Pulse Rifle
Image
• Weight: 9 Lbs
• Range: 2000'
• Damage: 2D6 M.D. per single blast, 6D6 M.D. per triple pulse burst. Can also be set to fire 3D6 S.D.C single shot 1D6X10 S.D.C per triple burst.
• Rate of fire: Single shots or triple bursts.
• Payload: 21 Blasts (7 Bursts) per standard E-clip. 30 blasts (10 bursts) per long E-clip.
• Skill: W.P. E-Rifle

• Cost: 40,000 IOU
Code: Select all
[b]LPK-294R Trooper Laser Pulse Rifle[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/11/20171111104957-5d1b9d82.png[/img]
[size=85]• Weight: 9 Lbs
• Range: 2000'
• Damage: 2D6 M.D. per single blast, 6D6 M.D. per triple pulse burst. Can also be set to fire 3D6 S.D.C single shot 1D6X10 S.D.C per triple burst.
• Rate of fire: Single shots or triple bursts.
• Payload: 21 Blasts (7 Bursts) per standard E-clip. 30 blasts (10 bursts) per long E-clip. One MD shot = 2 S.D.C shots (effectively doubles ammo levels when using S.D.C. shots)[/size]


LPK-295R Steamer Laser Pulse Rifle
Image
• Weight: 8 Lbs
• Range: 1600'
• Damage: 3D6 S.D.C single shot 1D6X10 S.D.C per triple burst.
• Rate of fire: Single shots or triple bursts.
• Payload: 42 Blasts (14 Bursts) per standard E-clip. 60 blasts (20 bursts) per long E-clip.
• Skill: W.P. E-Rifle

• Cost: 19,000 IOU and available to civilians (but not usually allowed on stations)
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[b]LPK-295R Steamer Laser Pulse Rifle[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/11/20171111104958-bcf4cdb0.png[/img]
[size=85]• Weight: 8 Lbs
• Range: 1600'
• Damage: 3D6 S.D.C single shot 1D6X10 S.D.C per triple burst.
• Rate of fire: Single shots or triple bursts.
• Payload: 42 Blasts (14 Bursts) per standard E-clip. 60 blasts (20 bursts) per long E-clip.[/size]


SIG-Mauser IR30H Ion Beam Rifle
Image
• Weight: 7 lbs
• Range: 1600'
• Damage: 4d6 S.D.C. single shot, or 1d6x10+20 S.D.C. triple pulse burst.
• Rate of Fire: Single shot or triple pulse burst.
• Payload: 30 shots per standard E-Clip or 60 per long E-Clip.
• Skill: W.P. E-Rifles

• Cost: 20,000 IOU and available to civilians (but not usually allowed on stations)
Code: Select all
[b]SIG-Mauser IR30H Ion Beam Rifle[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/11/20171111105945-903464e3.png[/img]
[size=85]• Weight: 7 lbs
• Range: 1600'
• Damage: 4d6 S.D.C. single shot, or 1d6x10+20 S.D.C. triple pulse burst.
• Rate of Fire: Single shot or triple pulse burst.
• Payload: 30 shots per standard E-Clip or 60 per long E-Clip.[/size]


SIG-Mauser L-20 Laser Pulse Rifle
Image
• Range: 1,600 feet (488 m).
• Damage: 2D6 M.D. single shot, or 6D6 triple pulse burst
• Rate of Fire: Each single blast or triple pulse counts as one melee attack.
• Payload: 40 shots per standard E-Clip or 50 shots long E-Clip
• Weight: 7 lbs (3 kg)
• Skill: W.P. E-Rifle
• Cost: 25,000 IOU

Code: Select all
[b]SIG-Mauser L-20 Laser Pulse Rifle[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/30/20171130094800-07816709.png[/img]
[size=85]• Range: 1,600 feet (488 m).
• Damage: 2D6 M.D. single shot, or 6D6 triple pulse burst
• Rate of Fire: Each single blast or triple pulse counts as one melee attack.
• Payload: 40 shots per standard E-Clip or 50 shots long E-Clip
• Weight: 7 lbs (3 kg)[/size]
User avatar
Sol
Game Master
 
Posts: 49
Joined: Sun Jul 15, 2018 8:11 pm

Heavy Weapons

Postby Sol » Tue Sep 25, 2018 7:45 pm

CA-1000 Ceres Arms "Doomsday" Pulse Laser Cannon
Image
• Weight: 40 lbs, 30 lbs for power generator.
• Range: Laser: 3,000'
• Damage: Laser: 5d6 M.D. per single shot, 3d4X10 M.D. per triple pulse.
• Rate of Fire: Single shot or triple pulse burst.
• Payload: Laser: 240 shots from portable generator. Recharges at a rate of 8 per hour.
• Bonuses: +2 to strike on an aimed shot. for the laser.
• Skill: W.P. Heavy M.D Weapons

• Cost: 150,000 IOU and strictly regulated
Code: Select all
[b]CA-1000 Ceres Arms "Doomsday" Pulse Laser Cannon[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124091900-0b741ed9.png[/img]
[size=85]• Weight: 40 lbs, 30 lbs for power generator.
• Range: Laser: 3,000'
• Damage: Laser: 5d6 M.D. per single shot, 3d4X10 M.D. per triple pulse.
• Rate of Fire: Single shot or triple pulse burst.
• Payload: Laser: 240 shots from portable generator. Recharges at a rate of 8 per hour.
• Bonuses: +2 to strike on an aimed shot for the laser.[/size]
User avatar
Sol
Game Master
 
Posts: 49
Joined: Sun Jul 15, 2018 8:11 pm

SDC Soft Space Suits

Postby Sol » Tue Sep 25, 2018 7:45 pm

CMAP-S02 Soft Vacuum Suit
Image
A.R.: 12
S.D.C. by Location:
• Helmet - 40
• Left Arm: 20
• Right Arm: 20
• Left Leg: 35
• Right Leg: 35
• Main Body - 55
Modifiers: -5% to physical skills
Features: Complete environmental vacuum suit suitable for use in all hostile environments including space.
• Adjustable Construction: Can be modified by an armorer or vac suit dealer to fit almost any user. Extraordinary requests may carry a surcharge.
• Computer controlled life support system that monitors and displays bio-data of the wearer as well as the capacity and failure of life support systems and damage to the armor. The wearer will know approximately how much S.D.C. is remaining and whether or not the armor has been breached.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Three hour oxygen supply. Has emergency soft helmet in neck in case of helmet breach.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Insulated, high-temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, paranormal fires and heat do full damage.
• Radiation shielded.
• Polarized and light-sensitive visor with a tint that automatically adjusts to the level of available light.
• Built-in loudspeaker; 80 decibels.
• The helmet can be completely removed, and some allow for the removal of the protective face plate without having to take off the entire helmet.
• Directional, short-range radio built into the helmet. Range is five miles (8 km).
• Loudspeaker: up to 80 dB.
• Passive night-sight visor
• Directional jets for zero-gravity maneuvering, but not actual flight capabilities.
• Can be worn under most power armor without the helmet or optional backpack.
• Magnetic Boots
• 820 foot umbilical cord
• Light Source on helmet and both hands
• Camelback Water Supply (4 liters)
• Velcro Patches (For Holding Tools and Such).
• Emergency Radio Beacon.
• Weight: 18 lbs.

• Cost: 45,000 IOU
Copy this for sheet
Code: Select all
[b]CMAP-S02 Soft Vacuum Suit[/b]
[img]http://explorersunlimited.com/images/upload/2018/09/26/20180926204334-61382188.png[/img]
[size=85][u][b]A.R.:[/b][/u] 12
[u][b]S.D.C. by Location:[/b][/u]
• Helmet - 40
• Left Arm: 20
• Right Arm: 20
• Left Leg: 35
• Right Leg: 35
• Main Body - 55
Modifiers: -5% to physical skills
[u]Features:[/u] Complete environmental vacuum suit suitable for use in all hostile environments including space.
• Adjustable Construction: Can be modified by an armorer or vac suit dealer to fit almost any user. Extraordinary requests may carry a surcharge.
• Computer controlled life support system that monitors and displays bio-data of the wearer as well as the capacity and failure of life support systems and damage to the armor. The wearer will know approximately how much S.D.C. is remaining and whether or not the armor has been breached.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Three hour oxygen supply. Has emergency soft helmet in neck in case of helmet breach.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Insulated, high-temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, paranormal fires and heat do full damage.
• Radiation shielded.
• Polarized and light-sensitive visor with a tint that automatically adjusts to the level of available light.
• Built-in loudspeaker; 80 decibels.
• The helmet can be completely removed, and some allow for the removal of the protective face plate without having to take off the entire helmet.
• Directional, short-range radio built into the helmet. Range is five miles (8 km).
• Loudspeaker: up to 80 dB.
• Passive night-sight visor
• Directional jets for zero-gravity maneuvering, but not actual flight capabilities.
• Can be worn under most power armor without the helmet or optional backpack.
• Magnetic Boots
• 820 foot umbilical cord
• Light Source on helmet and both hands
• Camelback Water Supply (4 liters)
• Velcro Patches (For Holding Tools and Such).
• Emergency Radio Beacon.
• Weight: 18 lbs.[/size]


BRU-S706 Soft Vacuum Survival Suit
Image
A.R.: 13
S.D.C. by Location:
• Helmet - 50
• Left Arm: 35
• Right Arm: 35
• Left Leg: 45
• Right Leg: 45
• Main Body - 65
Modifiers: -7% to physical skills
Features: Complete environmental vacuum suit suitable for use in all hostile environments including space.
• Adjustable Construction: Can be modified by an armorer or vac suit dealer to fit almost any user. Extraordinary requests may carry a surcharge.
• Computer controlled life support system that monitors and displays bio-data of the wearer as well as the capacity and failure of life support systems and damage to the armor. The wearer will know approximately how much S.D.C. is remaining and whether or not the armor has been breached.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Five hour oxygen supply. Has emergency soft helmet in neck in case of helmet breach.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Insulated, high-temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, paranormal fires and heat do full damage.
• Radiation shielded.
• Polarized and light-sensitive visor with a tint that automatically adjusts to the level of available light.
• Built-in loudspeaker; 80 decibels.
• The helmet can be completely removed, and some allow for the removal of the protective face plate without having to take off the entire helmet.
• Directional, short-range radio built into the helmet. Range is five miles (8 km).
• Loudspeaker: up to 80 dB.
• Passive night-sight visor
• Directional jets for zero-gravity maneuvering, and standard Emergency EVA Pack.
• Magnetic Boots
• 820 foot umbilical cord
• Light Source on helmet and both hands
• Camelback Water Supply (4 liters)
• Velcro Patches (For Holding Tools and Such).
• Emergency Radio Beacon.
• Weight: 21 lbs.

• Cost: 75,000 IOU (includes EEVA Pack)
Copy this for sheet
Code: Select all
[b]BRU-S706 Soft Vacuum Survival Suit[/b]
[img]http://explorersunlimited.com/images/upload/2018/09/26/20180926213142-7ae87b0e.png[/img]
[size=85][u][b]A.R.:[/b][/u] 13
[u][b]S.D.C. by Location:[/b][/u]
• Helmet - 50
• Left Arm: 35
• Right Arm: 35
• Left Leg: 45
• Right Leg: 45
• Main Body - 75
Modifiers: -7% to physical skills
[u]Features:[/u] Complete environmental vacuum suit suitable for use in all hostile environments including space.
• Adjustable Construction: Can be modified by an armorer or vac suit dealer to fit almost any user. Extraordinary requests may carry a surcharge.
• Computer controlled life support system that monitors and displays bio-data of the wearer as well as the capacity and failure of life support systems and damage to the armor. The wearer will know approximately how much S.D.C. is remaining and whether or not the armor has been breached.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Five hour oxygen supply. Has emergency soft helmet in neck in case of helmet breach.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Insulated, high-temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, paranormal fires and heat do full damage.
• Radiation shielded.
• Polarized and light-sensitive visor with a tint that automatically adjusts to the level of available light.
• Built-in loudspeaker; 80 decibels.
• The helmet can be completely removed, and some allow for the removal of the protective face plate without having to take off the entire helmet.
• Directional, short-range radio built into the helmet. Range is five miles (8 km).
• Loudspeaker: up to 80 dB.
• Passive night-sight visor
• Directional jets for zero-gravity maneuvering, and standard Emergency EVA Pack.
• Magnetic Boots
• 820 foot umbilical cord
• Light Source on helmet and both hands
• Camelback Water Supply (4 liters)
• Velcro Patches (For Holding Tools and Such).
• Emergency Radio Beacon.
• Weight: 21 lbs.[/size]
User avatar
Sol
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Posts: 49
Joined: Sun Jul 15, 2018 8:11 pm

SDC Hard Suits

Postby Sol » Tue Sep 25, 2018 7:45 pm

BMP-MV014 Hard Vacuum Suit
Image
M.D.C. by Location:
• Helmet - 50
• Left Arm: 45
• Right Arm: 45
• Left Leg: 55
• Right Leg: 55
• Main Body - 80
Modifiers: -10% to physical skills
Features:Complete environmental vacuum suit suitable for use in all hostile environments including space.
• Adjustable Construction: Can be modified by an armorer or vac suit dealer to fit almost any user. Extraordinary requests may carry a surcharge.
• Computer controlled life support system that monitors and displays bio-data of the wearer as well as the capacity and failure of life support systems and damage to the armor. The wearer will know approximately how much S.D.C. is remaining and whether or not the armor has been breached.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Ten hour oxygen supply. Has emergency soft helmet in neck in case of helmet breach.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Insulated, high-temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, paranormal fires and heat do full damage.
• Radiation shielded.
• Polarized and light-sensitive visor with a tint that automatically adjusts to the level of available light.
• Built-in loudspeaker; 80 decibels.
• The helmet can be completely removed, and some allow for the removal of the protective face plate without having to take off the entire helmet.
• Directional, short-range radio built into the helmet. Range is five miles (8 km).
• Loudspeaker: up to 80 dB.
• Passive night-sight visor
• Directional jets for zero-gravity maneuvering, and standard Emergency EVA Pack.
• Magnetic Boots
• 820 foot umbilical cord
• Light Source on helmet and both hands
• Camelback Water Supply (4 liters)
• Velcro Patches (For Holding Tools and Such).
• Emergency Radio Beacon.
• Weight: 40 lbs.
• Cost: 155,000 IOU (includes EEVA Pack)

Use this code for the sheet
Code: Select all
[b]BMP-MV014 Hard Vacuum Suit[/b]
[img]http://explorersunlimited.com/images/upload/2018/09/26/20180926213141-9744f265.png[/img]
[size=85][u][b]M.D.C. by Location:[/b][/u]
• Helmet - 50
• Left Arm: 45
• Right Arm: 45
• Left Leg: 55
• Right Leg: 55
• Main Body - 80
Modifiers: -10% to physical skills
[u]Features:[/u]Complete environmental vacuum suit suitable for use in all hostile environments including space.
• Adjustable Construction: Can be modified by an armorer or vac suit dealer to fit almost any user. Extraordinary requests may carry a surcharge.
• Computer controlled life support system that monitors and displays bio-data of the wearer as well as the capacity and failure of life support systems and damage to the armor. The wearer will know approximately how much S.D.C. is remaining and whether or not the armor has been breached.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Ten hour oxygen supply. Has emergency soft helmet in neck in case of helmet breach.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Insulated, high-temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, paranormal fires and heat do full damage.
• Radiation shielded.
• Polarized and light-sensitive visor with a tint that automatically adjusts to the level of available light.
• Built-in loudspeaker; 80 decibels.
• The helmet can be completely removed, and some allow for the removal of the protective face plate without having to take off the entire helmet.
• Directional, short-range radio built into the helmet. Range is five miles (8 km).
• Loudspeaker: up to 80 dB.
• Passive night-sight visor
• Directional jets for zero-gravity maneuvering, and standard Emergency EVA Pack.
• Magnetic Boots
• 820 foot umbilical cord
• Light Source on helmet and both hands
• Camelback Water Supply (4 liters)
• Velcro Patches (For Holding Tools and Such).
• Emergency Radio Beacon.
• Weight: 40 lbs.
• Cost: 155,000 IOU (includes EEVA Pack)
[/size]


BMP-MV034 Mining Hard Vacuum Suit
Image
A.R.: 15
S.D.C. by Location:
• Helmet - 85
• Left Arm: 85
• Right Arm: 85
• Left Leg: 110
• Right Leg: 110
• Main Body - 180
Modifiers: -25% to physical skills
Features:Complete environmental vacuum suit suitable for use in all hostile environments including space.
• Adjustable Construction: Can be modified by an armorer or vac suit dealer to fit almost any user. Extraordinary requests may carry a surcharge.
• Computer controlled life support system that monitors and displays bio-data of the wearer as well as the capacity and failure of life support systems and damage to the armor. The wearer will know approximately how much S.D.C. is remaining and whether or not the armor has been breached.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Ten hour oxygen supply. Has emergency soft helmet in neck in case of helmet breach.
• Computer controlled, internal exoskeleton. It reduces fatigue by 50% and suports the weight of the suit. It is, however, slow to respond and the penalty to physical skills reflects this. Suiting up in this armor takes time, however, and usually takes
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Insulated, high-temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, paranormal fires and heat do full damage.
• Radiation shielded.
• Polarized and light-sensitive visor with a tint that automatically adjusts to the level of available light.
• Built-in loudspeaker; 80 decibels.
• The helmet can be completely removed, and some allow for the removal of the protective face plate without having to take off the entire helmet.
• Directional, short-range radio built into the helmet. Range is five miles (8 km).
• Loudspeaker: up to 80 dB.
• Passive night-sight visor
• Directional jets for zero-gravity maneuvering, and standard Emergency EVA Pack.
• Magnetic Boots
• 1640 foot umbilical cord with dual magnetic and locking hook head
• Light Source on helmet and both hands
• Camelback Water Supply (8 liters)
• Velcro Patches (For Holding Tools and Such).
• Emergency Radio Beacon.
• Weight: 85 lbs.
• Cost: 145,000 IOU (includes EEVA Pack)

Use this code for the sheet
Code: Select all
[b]BMP-MV034 Mining Hard Vacuum Suit[/b]
[img]http://explorersunlimited.com/images/upload/2018/09/26/20180926212859-e5932ac8.png[/img]
[size=85][u][b]A.R.:[/b][/u] 15
[u][b]S.D.C. by Location:[/b][/u]
• Helmet - 85
• Left Arm: 85
• Right Arm: 85
• Left Leg: 110
• Right Leg: 110
• Main Body - 180
Modifiers: -25% to physical skills
[u]Features:[/u]Complete environmental vacuum suit suitable for use in all hostile environments including space.
• Adjustable Construction: Can be modified by an armorer or vac suit dealer to fit almost any user. Extraordinary requests may carry a surcharge.
• Computer controlled life support system that monitors and displays bio-data of the wearer as well as the capacity and failure of life support systems and damage to the armor. The wearer will know approximately how much S.D.C. is remaining and whether or not the armor has been breached.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Ten hour oxygen supply. Has emergency soft helmet in neck in case of helmet breach.
• Computer controlled, internal exoskeleton. It reduces fatigue by 50% and suports the weight of the suit. It is, however, slow to respond and the penalty to physical skills reflects this. Suiting up in this armor takes time, however, and usually takes
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Insulated, high-temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, paranormal fires and heat do full damage.
• Radiation shielded.
• Polarized and light-sensitive visor with a tint that automatically adjusts to the level of available light.
• Built-in loudspeaker; 80 decibels.
• The helmet can be completely removed, and some allow for the removal of the protective face plate without having to take off the entire helmet.
• Directional, short-range radio built into the helmet. Range is five miles (8 km).
• Loudspeaker: up to 80 dB.
• Passive night-sight visor
• Directional jets for zero-gravity maneuvering, and standard Emergency EVA Pack.
• Magnetic Boots
• 1640 foot umbilical cord with dual magnetic and locking hook head
• Light Source on helmet and both hands
• Camelback Water Supply (8 liters)
• Velcro Patches (For Holding Tools and Such).
• Emergency Radio Beacon.
• Weight: 85 lbs.
• Cost: 145,000 IOU (includes EEVA Pack)
[/size]


CMAP-H03 Armored Vacuum Suit
Image
A.R.: 16
S.D.C. by Location:
• Helmet - 75
• Left Arm: 70
• Right Arm: 70
• Left Leg: 90
• Right Leg: 90
• Main Body - 135
Modifiers: -10% to physical skills
Features:Complete environmental vacuum suit suitable for use in all hostile environments including space.
• Adjustable Construction: Can be modified by an armorer or vac suit dealer to fit almost any user. Extraordinary requests may carry a surcharge.
• Computer controlled life support system that monitors and displays bio-data of the wearer as well as the capacity and failure of life support systems and damage to the armor. The wearer will know approximately how much S.D.C. is remaining and whether or not the armor has been breached.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Ten hour oxygen supply. Has emergency soft helmet in neck in case of helmet breach.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Insulated, high-temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, paranormal fires and heat do full damage.
• Radiation shielded.
• Polarized and light-sensitive visor with a tint that automatically adjusts to the level of available light.
• Built-in loudspeaker; 80 decibels.
• The helmet can be completely removed, and some allow for the removal of the protective face plate without having to take off the entire helmet.
• Directional, short-range radio built into the helmet. Range is five miles (8 km).
• Loudspeaker: up to 80 dB.
• Passive night-sight visor
• Directional jets for zero-gravity maneuvering, and standard Emergency EVA Pack.
• Magnetic Boots
• 820 foot umbilical cord
• Light Source on helmet and both hands
• Camelback Water Supply (4 liters)
• Velcro Patches (For Holding Tools and Such).
• Emergency Radio Beacon.
• Weight: 50 lbs.
• Cost: 135,000 IOU (includes EEVA Pack)

Use this code for the sheet
Code: Select all
[b]CMAP-H03 Armored Vacuum Suit[/b]
[img]http://explorersunlimited.com/images/upload/2018/09/26/20180926204333-642cf2b3.png[/img]
[size=85][u][b]A.R.:[/b][/u] 16
[u][b]S.D.C. by Location:[/b][/u]
• Helmet - 75
• Left Arm: 70
• Right Arm: 70
• Left Leg: 90
• Right Leg: 90
• Main Body - 135
Modifiers: -10% to physical skills
[u]Features:[/u]Complete environmental vacuum suit suitable for use in all hostile environments including space.
• Adjustable Construction: Can be modified by an armorer or vac suit dealer to fit almost any user. Extraordinary requests may carry a surcharge.
• Computer controlled life support system that monitors and displays bio-data of the wearer as well as the capacity and failure of life support systems and damage to the armor. The wearer will know approximately how much S.D.C. is remaining and whether or not the armor has been breached.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Ten hour oxygen supply. Has emergency soft helmet in neck in case of helmet breach.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Insulated, high-temperature resistant shielding for up to 300 degrees centigrade. Normal fires do no damage. Nuclear, plasma, paranormal fires and heat do full damage.
• Radiation shielded.
• Polarized and light-sensitive visor with a tint that automatically adjusts to the level of available light.
• Built-in loudspeaker; 80 decibels.
• The helmet can be completely removed, and some allow for the removal of the protective face plate without having to take off the entire helmet.
• Directional, short-range radio built into the helmet. Range is five miles (8 km).
• Loudspeaker: up to 80 dB.
• Passive night-sight visor
• Directional jets for zero-gravity maneuvering, and standard Emergency EVA Pack.
• Magnetic Boots
• 820 foot umbilical cord
• Light Source on helmet and both hands
• Camelback Water Supply (4 liters)
• Velcro Patches (For Holding Tools and Such).
• Emergency Radio Beacon.
• Weight: 50 lbs.
[/size]
User avatar
Sol
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Posts: 49
Joined: Sun Jul 15, 2018 8:11 pm

Re: Armory and Manufacturer Guide

Postby Sol » Tue Sep 25, 2018 7:46 pm

MDC Armor (rare)
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Re: Armory and Manufacturer Guide

Postby Sol » Tue Sep 25, 2018 7:46 pm

Civilian Power Armor

Paramilitary Power Armor

Armed Forces Power Armor

Cnstruction Rules
Uses the Robot Construction Rules from Rifts Sourcebook One Expanded and Revised, starting on page 12. Could be expanded to the full rules for constructing robot mining vehicles much like the Laika model, but would require integrating the spaceship construction rules.

Power Armor Standard Features
Power armor might be thought of as a sort of super-suit of body armor with built-in weapons.
All Power Armor have the following features:
1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
2. Radar: Can identify and track up to 48 targets simultaneously at a range of30 miles (48 km).
3. Combat. Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.) of the pilot's helmet. It is tied to the targeting computer.
4. Targeting Computer: Assists in tracking and identification of enemy targets. Ten mile (16 km) range.
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using long-range weapons. Does not apply to hand to hand combat.
6. Radio Communications: Long-range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short-range radio. Range is 5-l0 miles (.8 to 1.6 km). Plus a built-in loudspeaker; 80 decibels.
7. Complete Environmental Battle Arm or: Suitable for use in all hostile environments, including underwater (500 foot/l52 m maximum depth unless stated otherwise). Includes the following features:
• Computer controlled life support system. Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge system that automat ically engages in low oxygen or contaminated air environments. Eight hour oxygen supply.
• Insulated, high temperature resistant shie.lding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor

Robot Body Construction Budget
01-20% 14 mil
21-40% 16 mil
41-60% 18 Mil
61-80% 20 mil
81-00% 22 Mil

Light Humanoid Frame
Basic Physical Attributes: P.S. 14, P.P. 12, P.B. 6, Spd 22 (if 8 feet or larger) or User Speed +10 (if man sized)
Size: Six to eight feet (1.8 to 2.4 m). Increase cost by 50% if larger, up to ten feet (3 m). Giant-size is below.
Light Frame: 300 pounds (135 kg) and 120 M.D.C. main body
Body Cost: Two million credits.
Frame Reinforcement (optional): Add 100 pounds (45 kg) and 50* M. D.C. points to the main body for each reinforcement to the frame. As many as five reinforcements can be done, but each instills a cumulative skill penalry of -5% to Prowl Cost: 350,000 per each reinforcement. Few commercial systems will have more than a single reinforcement

*Reduced to make more sense in the orbital setting; also puts the Samson at the top end of PA for comparison

Legs
Human Legs: A pair of bipedal humanoid legs and feet Cost: 350,000 credits per pair.
Insect Sty le Legs: Usually long, narrow. telescoping legs that resemble a tripod or insect. An excellent, all-terrain method of movement. Suitable for any body frame. Cost: 4 legs: 500,000 credits, 6 legs: 750,000 credits, 8 legs: 1.2 million credits. Add 500,000 for retractable/extendible/concealed leg units

Increasing tbe Basic Speed Attribute
Each of the basic body frames that utilize legs are listed with a standard speed amibute. However, the speed attribute for leg units can be increased. The maximum for humanoid legs is Spd 220 (150 mph/240 km). The maximum for animal and insect kgs is about a Spd of 423 (approx. 300 mph/480 km). Of course vehicular propulsion and flight capabilities can be built into a humanoid form as an alternate, faster propulsion system.
Cost for Additional Running Speed of Legs: 10,000 credits per each Speed point beyond the basic system attribute. Thus, to increase: a Speed of 22 to a Speed of 32 costs 100,000 credits.

Hover Jet Backpack for Humanoid Frames
This can be a detachable backpack unit or built directly into the robot's back. Directional thrusters and booster jets may also be built into the feet, lower legs, hips and chest. Basic System Cost: 1 50,000 credits; can be linked to a nuclear power source (cost an extra 100,000 credits). Maximum Speed: 400 mph (640 km). Maximum Altitude: 1000 feet (305 m).

Concealed Micro-Hover System
A concealed hover jet system of tiny jet boosters built into humanoid or animal robots. The hover jets are strategically located in the feet, hips, back, chest and/or underbelly. When not engaged, the jets are completely unnoticeable. Basic System Cost: 500,000 credits; can be l inked to the nuclear power system for an additional 100,000 credits. Maximum Speed: 200 mph (320 km). Maximum Altitude: 500 feet (152 m).

Any of the Audio, Optics, Sensor, and Weapon systems on pages 27 to 32 of Sourcebook 1, Revised. Also, the Special Features listed on page 32 to 34 are available as long as they make sense. Things listed as Illegal in the Coalition States are generally illegal on most major stations (Freedom, Yuro, Laika, Ceres, the Moon) without a permit and a license. Both can cost from 1000 to 10,000 and are for limited amounts of time. Licenses are usually annual renewals, while permits are every 3 months.
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Sol
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Re: Armory and Manufacturer Guide

Postby Sol » Tue Sep 25, 2018 7:47 pm

Robot Vehicles (Usually mining vehicles; sometimes combined with small shuttles)
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Re: Armory and Manufacturer Guide

Postby Sol » Tue Sep 25, 2018 7:47 pm

Shuttles and courier craft
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Joined: Sun Jul 15, 2018 8:11 pm

Re: Armory and Manufacturer Guide

Postby Sol » Tue Sep 25, 2018 7:47 pm

Military Spaceships
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