Post by Tomahawk on Apr 28, 2005 7:50:59 GMT
BETA CLOTH UNIFORM (Standard Issue)[/u]
Known Powers:
Body Armor-
• 9-ply Kevlar backed by Type C Beta Cloth.
• Provides Typical protection from physical attacks.
• Provides Excellent protection from energy attacks including heat and radiation, but not cold.
DELTA CLOTH UNIFORM (Standard)
HANDGUNS[/u]
X-31 SAD[/url]
HANDGUN/PISTOL (standard)
Range: 3 areas
Normal Damage: 6 points, Shooting
Rate of Fire: 1 shot/round
Number of Shots: 6, 8, or 9
Design Notes:
• May be fired with one hand.
• Excellent strength materials.
• May be modified to take specialized ammo at twice listed cost.
• Uses: Standard weapon for police forces, security guards, some criminals.
VARIABLE PISTOL (Standard)
Range: 3 Areas
Normal Damage: 6 points, Shooting
Rate of Fire: 1 shot/round
Number of Shots: 6, 8, or 9 rounds
Design Notes:
• As handgun/pistol with following changes:
• May be set in the field to a particular ammunition type without ill affect.
• Uses: Professionals who need a great deal of options, e.g. Bounty hunters.
LASER PISTOL (Standard)
Range: 10 Areas
Normal Damage: 10 points, Energy
Rate of Fire: 1 shot/round
Number of Shots: 10 shots/ power pack
Design Notes:
• May be fired one-handed.
• Requires no ammunition, only power pack.
• Use is illegal in most cities, is used by legal and para-legal authorities.
• Because of delicate nature of weapon is rated at Poor strength material.
PLASMA BEAM HANDGUN (Standard)
Range: 7 Areas
Normal Damage: 20 points Force
Rate of Fire: 1 shot/round
Number of Shots: 10 shots/ power pack
Design Notes:
• Agency X regulation issue.
• Excellent strength material
• May be fired with one hand
MACHINE PISTOL (Standard)
Range: 3 areas
Normal Damage: 20 points
Rate of Fire: 1 burst
Number of Shots: 6 bursts/clip
Design Notes:
• Agency X regulation issue.
• Excellent strength material.
• May be fired with one hand
• Can be modified to fire single shots (6 points)
RIFLES & TWO HANDED FIREARMS[/u]
PLASMA RIFLE (Standard)
Range: 10 areas
Normal Damage: 30 points Force
Rate of Fire: 1/round
Number of Shots: 20
Design Notes:
• Must be fired with two hands.
• Agency X regulation issue.
• Excellent strength material.
SNIPER RIFLE (Standard)
Range: 10 areas
Normal Damage: 15 points Shooting
Rate of Fire: 1/round
Number of Shots: 4
Design Notes:
• Internal target sights raise Ability by one rank to hit (Maximum of Remarkable).
• Must be fired with two hands.
• Good strength material.
• Uses: Military and criminal. Ownership not legal in most cities.
SUB-MACHINE GUN (Standard)
Range: 7 Areas
Normal Damage: 25 points, Shooting
Rate of Fire: 1 burst/round
Number of Shots: 7 bursts/clip
Design Notes:
• Requires one or two hands to fire.
• Two-handed version is equipped with a shoulder stock.
• Good strength material.
• Burst may hit up to three adjacent targets for full damage to each (roll separately for each target)
• Uses: Military, terrorists. Possession illegal in most states.
• May be modified to fire single shots (6 points)
• May not use specialized ammo.
GRENADES[/u]
All grenades may be thrown by hand, or fired using a grenade launcher.
High Explosive
30 points of damage to all in target area.
Smoke Grenades
Fills target area with thick smoke.
Two column shift left for FEATs in this area.
Tear Gas Grenades
Fills target area with tear gas.
Two-column shift left for FEATS.
All in area make Endurance FEAT or become nauseous, unable to act that round.
Knock-out Gas Grenade
Fills target area with knock-out gas of variable intensity gas.
Flash Grenade
Amazing intensity flesh that blind for 1 to 10 rounds.
Concussion Grenade
Inflicts Incredible Slugfest damage
Sonic Grenade
Inflicts Excellent sonic damage to all in target area.
Known Powers:
Body Armor-
• 9-ply Kevlar backed by Type C Beta Cloth.
• Provides Typical protection from physical attacks.
• Provides Excellent protection from energy attacks including heat and radiation, but not cold.
DELTA CLOTH UNIFORM (Standard)
HANDGUNS[/u]
X-31 SAD[/url]
HANDGUN/PISTOL (standard)
Range: 3 areas
Normal Damage: 6 points, Shooting
Rate of Fire: 1 shot/round
Number of Shots: 6, 8, or 9
Design Notes:
• May be fired with one hand.
• Excellent strength materials.
• May be modified to take specialized ammo at twice listed cost.
• Uses: Standard weapon for police forces, security guards, some criminals.
VARIABLE PISTOL (Standard)
Range: 3 Areas
Normal Damage: 6 points, Shooting
Rate of Fire: 1 shot/round
Number of Shots: 6, 8, or 9 rounds
Design Notes:
• As handgun/pistol with following changes:
• May be set in the field to a particular ammunition type without ill affect.
• Uses: Professionals who need a great deal of options, e.g. Bounty hunters.
LASER PISTOL (Standard)
Range: 10 Areas
Normal Damage: 10 points, Energy
Rate of Fire: 1 shot/round
Number of Shots: 10 shots/ power pack
Design Notes:
• May be fired one-handed.
• Requires no ammunition, only power pack.
• Use is illegal in most cities, is used by legal and para-legal authorities.
• Because of delicate nature of weapon is rated at Poor strength material.
PLASMA BEAM HANDGUN (Standard)
Range: 7 Areas
Normal Damage: 20 points Force
Rate of Fire: 1 shot/round
Number of Shots: 10 shots/ power pack
Design Notes:
• Agency X regulation issue.
• Excellent strength material
• May be fired with one hand
MACHINE PISTOL (Standard)
Range: 3 areas
Normal Damage: 20 points
Rate of Fire: 1 burst
Number of Shots: 6 bursts/clip
Design Notes:
• Agency X regulation issue.
• Excellent strength material.
• May be fired with one hand
• Can be modified to fire single shots (6 points)
RIFLES & TWO HANDED FIREARMS[/u]
PLASMA RIFLE (Standard)
Range: 10 areas
Normal Damage: 30 points Force
Rate of Fire: 1/round
Number of Shots: 20
Design Notes:
• Must be fired with two hands.
• Agency X regulation issue.
• Excellent strength material.
SNIPER RIFLE (Standard)
Range: 10 areas
Normal Damage: 15 points Shooting
Rate of Fire: 1/round
Number of Shots: 4
Design Notes:
• Internal target sights raise Ability by one rank to hit (Maximum of Remarkable).
• Must be fired with two hands.
• Good strength material.
• Uses: Military and criminal. Ownership not legal in most cities.
SUB-MACHINE GUN (Standard)
Range: 7 Areas
Normal Damage: 25 points, Shooting
Rate of Fire: 1 burst/round
Number of Shots: 7 bursts/clip
Design Notes:
• Requires one or two hands to fire.
• Two-handed version is equipped with a shoulder stock.
• Good strength material.
• Burst may hit up to three adjacent targets for full damage to each (roll separately for each target)
• Uses: Military, terrorists. Possession illegal in most states.
• May be modified to fire single shots (6 points)
• May not use specialized ammo.
GRENADES[/u]
All grenades may be thrown by hand, or fired using a grenade launcher.
High Explosive
30 points of damage to all in target area.
Smoke Grenades
Fills target area with thick smoke.
Two column shift left for FEATs in this area.
Tear Gas Grenades
Fills target area with tear gas.
Two-column shift left for FEATS.
All in area make Endurance FEAT or become nauseous, unable to act that round.
Knock-out Gas Grenade
Fills target area with knock-out gas of variable intensity gas.
Flash Grenade
Amazing intensity flesh that blind for 1 to 10 rounds.
Concussion Grenade
Inflicts Incredible Slugfest damage
Sonic Grenade
Inflicts Excellent sonic damage to all in target area.