Make your own free website on Tripod.com
Gear

        A Squad can be equipped with any item or weapon it can afford.  Figures are available with a wide variety of gear and equipment.  While it is not necessary for a figure to have the exact items as the Character it represents, it is best that they be as close as possible so other Players know what they are facing and thus avoid problems.

        All weapons are described in terms of a Profile as shown below
 

Short Range Long Range To Hit Short To Hit Long Power Reliability Availiability Cost
1-12 12-24 -1 - 1 2 Common 100
Special: None

Short Range
        The Short Range of the weapon- for instances 1 to 12 inches

Long Range
        The Long Range of the weapon- for instance 12 to 24 inches.

To Hit Short/Long
        The Modifier to the Close/Ranged Combat Test Difficulty to hit a target at the noted Range.

Power
        The number of d10s rolled to determine the Damage the weapon inflicts

Reliability
        The Difficulty of Smarts Tests to unjam the weapon

Availability
        The rarity of the weapon, indicating how easy the item is to acquire.

Cost
        The price of the weapon in Creation Points or Credits.  Any amount in parenthesis indicates additional cost if the item is purchased some time after Squad Creation.  "N/A" means "Not Applicable", indicating that particular item does not exist and therefore cannot be bought.

Special
        Any special rules involved in the use of the weapon or item.

Close-Combat Weapons

Combat Blade
        A Combat Blade is generally a sword-like weapon with a broad, single-edged, blade which is roughly 2 feet in length.  There is however a wide variety a types ranging from cleavers and machetes to sabers.
 

Short Range Long Range To Hit Short To Hit Long Power Reliability Availability Cost
Close-Combat Only - - Str +1 - Common 10
Special: None

Maul
        A Maul constitutes any bludgeon weapon such as a mace or club.  It is a weighted metal or wooden rod, often adorned with knobs, spikes, or small blunt blades.  Though crude and somewhat primitive, it is highly effective.  Most improvised weapons are considered Mauls.
 

Short Range Long Range To Hit Short To Hit Long Power Reliability Availability Cost
Close-Combat Only - - Str - Common 10
Special: None

Flail
        A Flail is nothing more than a long length of heavy chain that is continuously swung about.  Due to their weight and flexibility, flails are often awkward and rather unpredictable.
 

Short Range Long Range To Hit Short To Hit Long Power Reliability Availability Cost
Close-Combat Only - - Str +2 - 10
Special: Should a Character using a flail get no Successes and at least a single "1" on the Brawling Test, they must make an immediate second Brawling attack on themselves as the flail misses the intended target and swings back around towards the weilder.

Shock Glove
        A Shock Glove is a articulated gauntlet with a taser unit built into the palm.  The taser is activated on impact and delivers a powerful electric shock to the target.
 

Short Range Long Range To Hit Short To Hit Long Power Reliability Availability Cost
Close-Combat Only - - Special - Common 35 (+2d10)
Special: Any Character hit with a Shock Glove must negate all the Damage inflicted.  If they do not, they are automatically Pinned for a number of Turns equal to the points of Damage.  They does not suffer any actual Damage however.  A Character that has been Pinned by a Shock Glove attack cannot attempt to Recover until this time has elapsed.  Once this time has passed, they can attempt to recover as per normal Recovery rules.

Stun baton
        A Stun Baton is little more than a 3-foot rod with a powerful taser unit built into one end.  The taser is activated on impact and delivers a powerful electric shock to the target.
 

Short Range Long Range To Hit Short To Hit Long Power Reliability Availability Cost
Close-Combat Only - - Special - Common 85 (+4d10)
Special: A Character hit with a Shock Rod must negate all the Damage inflicted.  If they do not, they are automatically Downed.  They do not suffer any actual Damage however and should they Recover, they will have their full Health and not suffer Toughness loss.  If they go Out of Action, they will not suffer any Serious Injuries.

Ranged-Combat Weapons

Pistol
        Pistols are common side-arms, including both revolvers and automatics.  Due to their small size, they may be used as Close-Combat Weapons as well as Ranged-Combat Weapons.
 

Short Range Long Range To Hit Short To Hit Long Power Reliability Availability Cost
0-8 8-16 - +1 3 1 Common 10
Special: If using a pistol as a Close-Combat Weapon, the Player simply rolls Shooting instead of Brawling.  The combat is otherwise conducted as normal.

SMG
        A SMG (Sub-Machine Gun) is a compact, full-automatic, weapon that is larger than a pistol but smaller than an assault rifle.  Like pistols, they may be used in Close-Combat.
 

Short Range Long Range To Hit Short To Hit Long Power Reliability Availability Cost
0-10 10-20 +1 - 3 2 Common 15
Special: If using a SMG as a Close-Combat Weapon, the Player simply rolls Shooting instead of Brawling.  The combat is otherwise conducted as normal.  The "To Hit Short" Modifier does not apply to Shooting Tests made for Close-Combat.

Assault Rifle
        Assault rifles are fully-automatic rifles specifically designed for combat.  Easy to maintain and simple to use, Auto Rifles are amongst the most commonly employed firearms.
 

Short Range Long Range To Hit Short To Hit Long Power Reliability Availability Cost
1-12 12-24 - - 3 2 Common 20
Special: An Assault Rifle can be used as a Maul in Close-Combat.  Doing so however, imposes a +1 Modifier to Brawling Difficulties.

Shotgun
        Though technically rifles, Shot Guns are considered a class of weapon all their own.  Shot Guns are unique because they utilize a type of ammo known as Scatter Shots.  Scatter Shots when fired launch a blast of small metal pellets or shards.
 

Short Range Long Range To Hit Short To Hit Long Power Reliability Availability Cost
1-4 4-18 - +1 3 1 Common 20
Special: The use of Scatter Shots reduces all Modifiers due to Cover by "1".  Thus, Partial Cover would cause no increase to Difficulty while Full Cover would only impose a "+1".

Heavy Weapons
        Each type of Heavy Weapon requires a seperate Specialist Skill.

Grenade Launcher
         Despite it's name, the Grenade Launcher doesn't really throw grenades.  Instead, it launches shells similar to giant-sized bullets.  The shells carry payloads which have similar effects to the various types of grenades.
 

Short Range Long Range To Hit Short To Hit Long Power Reliability Availability Cost
1-16 16-32 - +1 - Special Common 130 (+3d10)
Special: The Power of a grenade launcher is determined by the type of "grenade" being used.  A grenade launcher can only be loaded with one type of grenade per game. Should a grenade launcher Jam, the shell explodes inside the weapon, destroying the launcher and inflicting it's effect on the user.

Auto-Cannon
        A large , rapid-fire,  high-velocity, weapon, the Auto-Cannon is capable of unleashing a virtual hail of bullets, lovingly refered to as a "lead hose".
 

Short Range Long Range To Hit Short To Hit Long Power Reliability Availability Cost
1-16 16-32 - - 4 3 Common 120 (+3d10)
Special: Auto-Cannons are able to use an attack called "Straffing".  With a Straffing attack, the shooting Player may divide their Damage Test Successes amongst multiple targets.  To be an eligible target, a Character must be within 4 inches of the original target and be no more difficult to hit than the original target.  Thus, if the original target is in the open, a Character behind Cover cannot be targeted.  At least 1 Success must be applied to each eligible target.
        To make a Straffing attack, the player must declare it prior to making their Shooting Test which then takes a +1 Modifier.

Sniper Rifle
        The Sniper Rifle is a high-powered, single-shot, rifle that fires high velocity rounds.  It's complex design gives it incredible range and extreme take-down power.
 

Short Range Long Range To Hit Short To Hit Long Power Reliability Availability Cost
1-12 12-60 +1 - 4 1 Common 230 (+3d10)
Special: None

Rocket Launcher
        Though expensive, heavy, and difficult to maintain, a Rocket Launcher is nonetheless a highly prized weapon due to it's ability to deliver it's payload over great distances.
 

Short Range Long Range To Hit Short To Hit Long Power Reliability Availability Cost
1-20 20-72 - - - Special Common 185 (+3d10)
Special: The Power of a rocket launcher is determined by the type of rocket being used.  A rocket launcher is a single-shot weapon, meaning it must be reloaded after each use.  Reloading requires 1 Full Turn during which the Character can take no other action. However, the launcher can be reloaded with a different type of rocket each time.  Should a rocket launcher Jam, the rocket explodes inside the weapon, destroying the launcher and inflicting it's effect on the user.

Explosives
    The most common types of explosives are Grenades and Rockets.  Both can carry a variety of payloads but not all payloads are available to both.  For instance, there is no such thing as a Tear Gas Rocket just as Armor-Piercing Grenades do not exist.

Fragmentation
        Upon detonation, the casing of Fragmentation explosives breaks into hundreds of tiny pieces called "shrapnel" which are hurled in all directions.  Fragmentation (or simply called "Frag") payloads are specifically meant to be used against "soft" targets, namely enemy troops
 

Power Blast Radius Availability Grenade Cost Rocket Cost
3 2 inches Common 30 35
Special: Against Fragmentation explosives, Cover acts as Armor.  Thus Partial Cover negates 1 Point of Damage while Full Cover negates 2 Points.

Tear Gas
        Upon detonation, Tear Gas payloads release a cloud of toxic vapors that can instantly send most Characters into an uncontrollable fit of choking and coughing, rendering them incapable of acting.
 

Power Blast Radius Availability Grenade Cost Rocket Cost
Special 3 inches Common 15 (+1d10) N/A
Special: Any Character within the AoE (even partially) must make a Toughness Test (Difficulty 3).  Failure results in the Character being unable to do anything but crawl 2 inches.  Once the Character has crawled free of the cloud or the cloud dissipates, the Character recovers during their next Recovery Phase.

          A gas cloud can persist ever several Turns.  At the beginning of each Players' Turn, roll 1d10:

  • 1 = The gas cloud dissipates
  • 2-9 = The gas cloud remains where it is
  • 0 = The cloud drifts 1d5 inches in a random direction.

Incendiary
        Incendiary payloads consist of a highly flammable jelly.  Upon detonation, the jelly is hurl outwards along with the blast, igniting as it does.  As a result, an Incendiary explosion looks like a giant roaring ball of flames.  Even after detonation, the flaming jelly continues to burn.
 

Power Blast Radius Availability Grenade Cost Rocket Cost
2 3 inches Common 30 (+2d10) 50 (+2d10)
Special: Against the initial blast from Incendiary explosives, Cover acts as Armor.  Thus Partial Cover negates 1 Point of Damage while Full Cover negates 2 Points.

          Any Character within the AoE (even partially) must roll 1d10.  If the result is less than "7", the Character catches fire.  Characters who go Down from the intial blast need not make this Test.  A burning Character will continue to burn until the flames are extinguished.  At the beginning of a burning Character's Turn roll 1d10 again.  With a result of less than "7", the Character continues to burn, suffering 1 automatic point of Damage.  With the result of "7" of higher, the flames go out.  A burning Character automatically Moves 1d10 inches in a random direction and continues to Move 1d10 inches in that direction on subsequent Turns until they go Down, the flames are extinguished, or the Character reaches the edge of the board in which case, they are immediately Out of Play.

           If a burning Character goes Down, the flames automatically go out.

           A Character within 1 inch of a burning Character can attempt to put out the flames by forgoing their Shooting Phase and rolling 1d10.  With the result of "7" of higher, the flames are put out.

          The flames from an Incendiary explosion can persist ever several Turns.  At the beginning of each Players' Turn, roll 1d10:

  • 1 = The flames burn out and disappear
  • 2-9 = The flames continue burning.
  • 0 = The AoE expands by 1 inch in all directions
  •           While the flames continue to burn, the AoE cannot been seen through nor shot through.  Any Character entering or passing through the AoE must Test against catching fire as per the rules above.

    Flash
            Flash explosives are loaded with powered magnesium.  Upon detonation, the magnesium ignites, resulting in a blinding white flash.  This flash can dazzle Characters and damage sensitive sensory equipment.
     

    Power Blast Radius Availability Grenade Cost Rocket Cost
    Special 4 inches Common 20 (+1d10) N/A
    Special: Upon detonation, all Characters within the AoE must make a Quickness Test.  Each Success negates a Success from the attacker's Shooting Test.  Characters that fail to negate all the Success are blinded and unable to Shoot or Run.  Blinded Characters Move at half (rounded up) their normal Movement Rate and their Brawling Rating is reduced to "1".

              A Character that is blinded remains so throughout their following Turn.  During the Recovery Phase of subsequent Turns, they may make a Toughness Test (Difficulty 2) to recover their sight and act normally there after.

              If a Character within the AoE carries any item equipped with a Laser Sight, Targeting Monocle, or Infra-Red Sight, roll 1d10 for each such item.  If the result of the roll is less than "7", the delicate sensors of the sight are damaged, rendering it useless and requiring replacement.

    Smoke
            A Smoke payload does not explode.  Rather it releases a thick cloud of billowing oily smoke that is impossible to see through without special equipment.
     

    Power Blast Radius Availability Grenade Cost Rocket Cost
    0 3 inches Common 10 (+2d10) N/A
    Special: Smoke clouds cannot be seen through and therefor cannot be shot through.  Only an Infra-Red Sight/Goggles/Cyber-eye will permit a Character to see/shoot through a Smoke Cloud.

              Any Character within the AoE (even partially) must pass a Smarts Test (Difficulty 2) to Move normally.  Characters who fail the Smarts Test move at half their normal Movement Rate (rounded up) in a random direction.  Any Character entering or passing through a Smoke cloud must also pass a Smarts Test (Difficulty 2) to continue moving in the intended direction.  Characters who fail the Smarts Test move the remainder of the intended distance in a random direction.

              A  Smoke cloud can persist ever several Turns.  At the beginning of each Players' Turn, roll 1d10:

    • 1 = The Smoke cloud dissipates
    • 2-9 = The Smoke cloud remains where it is
    • 0 = The cloud drifts 1d5 inches in a random direction.

    Armor-Piercing
            Armor-Piercing payloads have specially-shaped charges designed to penetrate armor.  On impact, the charge explodes, forcing a second, smaller, charge through the target's armor where it then explodes.
     

    Power Blast Radius Availability Grenade Cost Rocket Cost
    Special None Common N/A 115
    Special: Armor-Piercing payloads ignore 3 points of the target's Armor.

              After a successful Shooting Test, the attacking Player rolls 1d10 and divides the result in half (rounded up).  The result is the Power of the attack.

    Armor

    Padded
            Padded Armor is made of two layers of heavy, flame-resistant, material with a layer of impact-absorbant padding sandwiched between them.

    Flak
            Flak Armor is made of two layers of heavy, flame-resistant, material with a thinner layer sandwiched between them.  The middle layer consists of a number of pockets which hold small macroplast plates that cover the body's vital areas.

    Plate

            Plate Armor consists of two plates of macroplast that are formed to fit over the front and back of the torso and latch together on the sides.  It also includes a pair of gauntlets for the forearms and formed plates for the upper legs.  Plate Armor also includes a helmet.

    Gunsights

    Laser Sight
            A Laser Sight is a low-powered laser unit fitted to the top of a gun.  It emits a contuous beam along the barrel, placing a red dot wherever the gun is aimed.

    Targeting Monocle
           A Targeting Monocle is an optical display worn over one eye attached to a sensor that is mounted directly under the muzzle of the weapon.  The sensor is aligned with the weapons sights and superimposes a glowing blue cross hair onto the optical lense.  The cross hair represents where the weapon is aimed.

    Infra-Red Sight
     

    Telescopic Sight
            A Telescopic Sight (generally refered to as a "Scope") is a tube fitted to the top of a gun.  It contains lenses and sensors that display a magnified image of whatever the gun is pointed at.   Scopes can incorporate Low-Light Circuitry for double the price.

    Misc. Gear
    Ammo Reloads
    Bayonet
    Demolition Charge
    Infra-Goggles
    Low-Light Goggles

    Medi-Kit
            A Character using a Medi-Kit can heal wounds.  The Character must be within base contact of the wounded Character.  A Smarts Test is then made and each Success will return a point of Health to the wounded Character.  This can only be done once per Character per game.Neither Character can take any Action during that Turn.  The Test is conducted during the Recovery Phase.
             In order to use a Medi-Kit, a Character must have the Specialist Skill-Medic.
     

    Respirator
    Transciever
    Trauma Patch

    Cyberware