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:
|
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: 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:
|
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