Battlelords of The 23rd Century 7th Edition - OPEN PLAYTEST - V2 - COMBAT RULES ONLY
Battlelords of The 23rd Century 7th Edition - OPEN PLAYTEST - V2 - COMBAT RULES ONLY
Battlelords of The 23rd Century 7th Edition - OPEN PLAYTEST - V2 - COMBAT RULES ONLY
7th EDITION
We will be releasing the chapters for playtest piecemeal. That’s because they are in
various draft stages, and some of them still need more refining.
Release 2 focuses on revised and streamlined combat rules and Matrix rules.
Subsequent releases will focus on other areas of game play (Ultra Amor, space
combat, etc.).
This is not a final layout. Design is kept at a minimum for the playtest document.
All of the rules drafts will be made available as a free download on DriveThruRPG.
Make sure you tick the notification box, so you get notified when we update it with
new drafts.
Weapon Damage
Hand weapons and ranged weapons do the
amount of damage listed per successful attack. Any
special rules will be noted in the weapon description.
TAKING DAMAGE
Temporary Damage suffers a Critical Hit, and all the Stat and Skill
A character has a number of Temporary Body Checks he makes will be more difficult until he
Points (“Temp BP”) equal to their normal BP. Only receives proper medical attention.
Temporary (Temp) damage reduces a character’s
Temp BP. Temp damage is caused by non-lethal Limb Loss and Max Damage Per Hit
weaponry and most hand-to-hand attacks. A character cannot lose more than half of their
When a character’s Temp BP reaches zero original, undamaged Body Points total in any attack
from taking Temp damage, the character is knocked that strikes an arm or leg. Once a limb (arm, leg,
senseless for 1d4 Combat Rounds and is unable to tentacle) suffers half of the character’s original Body
take any Actions. If the character’s Temp BP is 0 and Point total in damage, it takes no more damage.
they continue to take Temp damage, the damage is Unfortunately, at that point the limb is considered
treated as Real damage, reducing the character’s severed or mangled beyond saving. This rule does
normal Body Points. not apply to a weapon that strikes more than a Body
Section in a single attack or weapons that do damage
Critical Hits in Heavy Points or larger increments. Characters who
Each time a character loses one quarter (1/4) lose a limb lose 1 Body Point per Combat Round due
of their original Body Point total in a single hit or to blood loss, starting the Combat Round after the
they are reduced to zero Body Points, they have taken limb loss. Losing a limb is treated identically to a
a Critical Hit, also known as a Crit. When Critical Hit and requires the character to make a Con
determining what constitutes ¼ of a character’s total Check and reduce their Stat and Skill checks in the
Body Points, we ignore the “always round down” rule same manner as a Critical Hit. No part of this rule is
and use normal rounding rules. applicable to Mazians.
Each time a character suffers a Critical Hit,
they must make a Vistal Statistic check using their After getting out of the hospital, Klick again
Constitution, aka a “CON Check.” Failure indicates has his full 10 Body Points. Unfortunately, the
the character has passed out from shock or is dastardly assassin is waiting for Klick and shoots him
struggling so much with the pain of the injury that with a pulse weapon as he walks out of the front door.
they are unable to take any Actions. Success This time the plasma pulse strikes Klick’s right arm
indicates that the character remains conscious. causing 6 points of damage. Because this attack hits
Characters who fail their CON check may a limb, it can’t do more than half of Klicks original
attempt another each Combat Round, with the same Body Point total in damage. Once an attack does an
penalties, to work through the pain or come back to amount of damage equal to half the target’s Body
consciousness. Once successful, no further CON Points, that limb is destroyed. Klick ends up only
checks are made unless the injury is aggravated in losing 5 Body Points, rather than 6, but he does lose
some way. Moving or being moved is a good way to his upper left arm. Next Combat Round, Klick will
aggravate a critical injury, trigging another CON start to lose his remaining 5 Body Points at a rate of
Check. 1 per Combat Round. Fortunately for Klick, medical
care is nearby. Klick will need to make a successful
Stat and Skill Check penalties due to Critical Hits. CON Check or lose consciousness.
Due to the pain caused by the injury, the
character’s Stats are at ½ their full value when Body Points, Death, & Catastrophic Damage
making Stat Checks and ¼ their full value when
A character can fight until their Body Points
making Skill checks. This penalty continues until the
reach zero, at which point they lose consciousness.
character’s pain from the critical hit is alleviated. This
Characters regain consciousness when their Body
is often referred to as the “it’s difficult to concentrate
Points are increased to a positive number. If a
with that hole there” rule.
character continues to take damage after reaching
zero Body Points, their BP total is reduced to a
Klick the Keen has 10 Body Points. He is
negative value. When this negative value reaches the
struck by a plasma pulse strike in his left arm that
character’s Death’s Door rating, they die.
causes 4 points of damage. Klick normally has 10
A character’s Death’s Door rating is
Body Points before taking any damage. As a result,
determined by their Constitution. If a character
any reduction of 3 or more Body Points results in a
suffers an amount of damage equal to three times
Critical Hit. Since Klick lost 4 Body Points, he
their Death’s Door rating, they have taken
Catastrophic Damage and can not be revived by the left leg (5), using a single Bump you could move
the attack to 7, which is off the body. This is the case
even though adding 1 to 5 wouldn’t normally get you
to 7.
The defender can apply their Defensive Bumps to
all attacks made against them that Combat Round.
You can not use Defensive Bumps against ranged
combat attacks.
Adjacent Areas:
conventional means. If, however, their brain is still The Bumping Diagram shows how an attack may be
intact they may have a new body grown. bumped from one adjacent area to the next. The
following locations are adjacent to each other:
Damage Summary • Left Arm & Torso
Stunned Temp BP reduced to 0 • Right Arm & Torso
Critical Hit (Crit) Loss of ¼ total BP in singe attack or reduced • Torso & Head
to zero BP • Left Leg & Right Leg.
Limb Loss Loss of ½ total BP to single limb. Treat as • Left Leg & Torso
Crit
Unconscious Body Points reach zero • Right Leg & Torso
Dead Damage equals or exceeds Death’s Door
score Fredd strikes Henry in Body Section 6 and
Catastrophic Damage equals or exceeds 3x Death’s Door Body Section 2. Since Fredd wasn’t attacking with a
Damage score ranged weapon, Henry decides he is going to spend
HALF his Actions on a single Defensive Bump to try
DEFENDING AGAINST ATTACKS. and avoid being struck. Recall that a character can
spend remaining Actions to defend at any time, even if
Defending Against Hand-to-Hand & Hand it’s not their Initiative.
Weapon Attacks (Defensive Bumps) On the hit to Body Section 6, Henry can use
When defending against hand-to-hand and his Defensive Bump to move it to an adjacent Body
Hand weapon attacks, a character can choose to spend Section or to add or subtract 1 to the Hit Location.
HALF or ALL their Actions to defend using a Henry decides to add 1 to the Hit Location number
Defensive Bump. and changes it from a 6 to a 7. This pushes the hit of
• If the character spends HALF their Actions to Henry’s body and causes that hit to miss. Remember
Defend, they receive one Defensive Bump. that Hit Location values greater than 6 are misses.
• If the character spends ALL their Actions to For the second hit to Body Section 2, Henry
Defend, they receive two Defensive Bumps. could add or subtract one to the roll using his single
Defensive Bump, but he can’t push the hit off his
A Defensive Bump can be used to move the body. He can, however, move the hit to one adjacent
Hit Location of an attack to an adjacent Body Section, Body Section. Since the hit was to the torso, Henry
usually someplace less vital or better armored than could move the hit anywhere on his body with his
where it was originally going to strike. If you have single Bump. All Body Sections are considered
two defensive Bumps, you can move each hit to a adjacent to the torso. Henry remembers that he’s got
location away from the original hit location. The first a really nice helmet and decides to Bump the hit from
move must be adjacent to the original location, and Body Section 2 to Body Section 1. Here’s hoping
the second location must be adjacent to the first. Henry’s helmet is as nice as he thinks it is.
Instead of moving a hit to an adjacent
location, you can also add one (1) to the die roll result If using the Offensive Bump rules from the Combat –
for each Defensive Bump you have. Recall, that if Advanced Rules section, the defender can only
the Hit Location result is higher than 6, it misses the modify Hit Location rolls after the attacker is finished
target. You can choose to bump the shot from either modifying the rolls with their Offensive Bumps.
leg (Hit Location 5 or 6) or off the body (7 or higher).
In other words, if a shot hit either the right leg (6) or Actively Dodge
You cannot use Defensive Bumps against
ranged combat attacks. There is no way to block a
bullet, laser, or particle stream. Your best bet is to get
behind cover or have armor and/or a Flux Shield to
protect you if you’re caught out in the open.
However, targets of ranged combat attacks may
attempt to Actively Dodge, if they are aware of the
imminent attack. Characters can Actively Dodge
ranged combat attacks, hand weapon attacks, and
hand-to-hand attacks.
Actively Dodging basically entails running
around in an erratic manner hoping you don’t get
shot. It’s not terribly effective, unless you’re a
Cizerack or Fott who are inhumanly fast and agile.
Actively Dodging hand-to-hand or Hand weapon
attacks means your character looks like Hong Kong
the action movie star diving behind any available
obstacle and scrambling away from his attacker in an
attempt to avoid their blows.
To Actively Dodge, the defending character
must spend HALF of their total Actions. The attacker
receives a penalty to hit equal to one-quarter of the
dodging character’s Agility. If the character being
attacked does not have HALF of their total Actions
remaining, they may not Actively Dodge the attack.
You can spend HALF your character’s
Actions to Actively Dodge and HALF your
character’s Actions to purchase a single Defensive
Bump. This can be really effective if your character
is very agile, but sometimes spending ALL your
character’s Actions on two Defensive Bumps makes
more sense – especially for low Agility characters.
Weapon or HTH Skill Level No. of Bumps Erin the Eridani is attacking Rigel the Zen
0-5 0 Rigeln. Rigel has 2 Actions and Erin has 4 Actions.
6-10 1 Rigel has no combat skills above level 5, but Erin has
11-15 2 6 levels of Weapon: Hand (Sword) skill. Erin is
attacking Rigel. Since Rigel has no Combat Skills
Defensive Bumps limited to Actions Spent above level 5, he has two options. He can Actively
Once the player determines how many Defensive Dodge Erin’s attacks or try an All Out Defense.
Bumps they receive based on their skill level, they Given that Rigel only has two Actions because of his
must determine how many Actions they want to atrocious Agility score, Rigel’s player opts to spend
spend using their Defensive Bumps. Each Action HALF of all his Actions on an All Out Defense. This
spent allows the character to apply their Defensive gives Rigel one Defensive Bump that he can apply to
Bump(s) to a single attack. one of Erin’s Attacks because he spent one Action on
For example, if the character spends 3 Actions the All Out Defense.
and has a hand-to-hand skill of 7, they can apply one Erin is going to attack Rigel 3 times. Rigel
Defensive Bump to three attacks. The defending gets to select which one out of Erin’s three attacks he
character gets to choose the attacks where they want wants to apply his single Defensive Bump against.
to apply their Defensive Bumps. They must tell the Rigel decides he’s going to take his chances with the
attacker’s player (or GM) before any attack rolls are first and second hit and apply his Defensive Bump
made. against Erin’s third attack. Erin hits with all three
attacks getting hit locations of 4, 3, and 3, in that
The advanced method of determining the order. Rigel can’t do anything about the 4 and the
number of Defensive Bumps based on skill gives the first 3, but he applies his single bump to the last hit
more skilled characters an advantage since they can location of 3. He bumps it to his thicker torso armor
spend single Actions to attack and defend. Less at location number 2.
skilled characters are limited to Actively Dodging Rigel uses his remaining Action to attack Erin.
and/or spending at least HALF their Actions to Erin can spend her last Action to defend herself
defend themselves. against a single attack. With her 6 levels of Weapon:
Hand (Sword) skill, she would be able to apply one
All Out Defense Defensive Bump against Rigel’s attack if she had her
“What if my character doesn’t have a high sword in-hand for defense.
enough skill level to get any bumps?”
Note: Under the basic combat rules, Erin
Under the advanced method of determining the would not have been able to defend herself against
number of Defense Bumps, some characters may not Rigel’s attack because she didn’t have enough
receive any Defensive Bumps because their skill Actions left to spend on a single Defensive Bump
This would cost HALF of all her Actions when using
the basic combat rules.
COMBAT RULES – OPTIONAL
Holding Initiative
Characters can hold their Initiative and choose
not to act during their normal turn in the Combat
Round, as determined by their initiative roll minus
their Initiative Modifier (IM). Characters who are
holding Initiative can still defend against incoming
attacks but cannot attack until they choose to re-enter
combat. Characters who are holding Initiative can
choose to re-enter combat at any time, even when
they are being attacked. This is the only time a
character can interrupt another character’s
Action or attack.
If two or more characters are holding Initiative
and wish to enter combat at the same time, the
character with the lower Initiative score acts first. The
character with the second lowest Initiative score acts
second, and so on. Characters with tied scores act
simultaneously. Characters can NOT hold firing. The shooter can divide their ROF however
Initiative or Actions from one Combat Round to they wish, and there is no requirement to divide the
the next. If a character has not acted by the time all ROF evenly between targets. However, each target
other combatants have completed their initiative, they between (and including) your first target and last
can choose to act then – going last in the Combat target must be assigned at least 1 shot from your
Round – or forgo acting that Combat Round. ROF. You cannot skip targets between your first and
Characters can only hold their initiative once per last target, which makes Spray fire contraindicated
Combat Round. A character cannot hold their when there are friendly forces or civilians in the mix.
initiative, then act, then hold their initiative a second You must assign at least 1 of your ROF to any
time in the same Combat Round. friendly target between enemy targets in a Spray fire
attack.
Optional ATTACKING Rules The other caveat to dividing your ROF is that
that you lose 1 ROF for every meter between your
targets. This means, if your character’s weapon has a
Ranged Combat: Fully-Automatic Fire against
ROF of 6 and you want to shoot 2 targets that are
Multiple Targets (Spray Fire)
standing 2 meters apart, you will only have 4 ROF
One advantage of fully automatic weapons is
left to divide between them. The ROF does not have
that you can hold down the trigger and move the
to be evenly divided between the targets. You could
weapon laterally to spray bullets across an area
assign 1 ROF to the first target and 3 ROF to the
striking multiple targets and everything in between.
second target. Again, it is important to remember that
This is a lot like swinging a garden hose from side to
those lost shots that fall between the targets go
side to cover a wider area with the spray, only a lot
somewhere. Your GM will make sure to let you
deadlier. This type of shooting can also be used as
know, usually with sadistic glee, when you’re putting
suppression fire. This encourages enemies to keep
holes in something or someone important behind your
their heads down or risk being shot if they come out
targets.
from behind cover to try and counter-attack. The
Once you determine how you’re going to
other advantage of Spray Fire is there is no penalty
divide your ROF between your targets, you need to
for changing targets. Anyone caught in the spray of
bullets is fair game. shoot at them. You must make a single Skill Check
with the appropriate weapon skill to hit each target.
To fire at multiple targets using Burst ROF or
Full ROF the shooter must divide the ROF of the The GM may assign each target its own Combat
weapon between the targets before Modifiers, so just because you hit one target does not
mean you’ll hit the one next to it. For example, that Two-Armed Species
Size Class 1 Mutzachan hiding behind cover is going First Weapon Second Weapon
to be a lot more difficult to hit than that Size Class 8 -25 -50
Ram Python who is oblivious to your attack and
picking his nose. Your GM will let you know what Four-Armed Species
modifiers to apply. First Weapon Second Weapon
If you hit a target, start with the first target -25 -25
stuck and roll the appropriate ROF Die for the ROF Third Weapon Fourth Weapon
you allocated to that target. These Hit Location rolls -50 -50
can NOT be bumped. Apply damage for each hit.
Then repeat this process for each additional target you Optional HIT LOCATIONS Rules
successfully attacked.
BRI Overdose: If a character takes 2 BRIs, or 1 Succeeding by a Large Margin – Berserk &
MRI, in a single day they have 10% chance to Suicidal
overdose. For each additional BRI they take in the
Characters who have a very high Aggression character to incur a higher penalty for their AGG
score may react in the opposite way to something that check.
frightens, harms, angers, or frustrates them. They rush In addition, characters with the Military
headlong toward the source of the agitation (berserk), Leadership skill may attempt to rally timid characters,
sometimes with no regard for their own safety rein in aggressive characters, and talk down
(suicidal). characters who have panicked or become enraged.
When the GM decides that a character is faced See the Military Leadership skill for more
with a situation where they become enraged, they information. Similarly, characters with Persuasion
must make an Aggression check. When making an may attempt to reason with aggressive characters to
Aggression check, if a character’s margin of success prevent them from going Berserk or Suicidal. See
is 80 or more, they go Berserk. If a character’s Persuasion skill.
margin of success is 110 or better, they become
enraged to the point of being Suicidal instead of going Effects of Going Berserk & Suicidal
berserk. Suicidal always trumps Berserk. What happens when a character goes Berserk
or Suicidal? The enraged character will attack in the
Example: Henry the Mutzachan has an Aggression most “hands on” and direct manner available, without
score of 35. Fredd the Ram has an Aggression score thought of injury or death. There is no thought or
of 130. Henry and Fredd are facing down a charging cleverness involved. Typically, this means bashing
horde of hostile aliens. The GM decides that Henry something repeatedly with a hand weapon, but the
needs to make a panic check, and Fredd needs to character will use whatever they have in hand. The
make a Berserk/Suicidal check. They both make an effects of going Berserk or Suicidal are listed below.
Aggression check. Henry rolls a 65. Because that’s
above his Aggression score of 35, Henry fails his Effects of going Berserk or Suicidal
check, and Henry’s player decides that he’s going to • If an opponent incited the character's rage, the
babble incoherently about their chances for survival. enraged character will attack that opponent first.
If Henry had been a combat veteran, he would have • If the opponent that incited the character's rage is
received a +40 bonus to his Aggression, raising it to unreachable, the character will attack the nearest
75 when making panic checks. In that case, the roll of target, friend or foe.
65 would have been sufficient for Henry to keep his • Berserk and Suicidal characters will attack a target
cool. until it is dead or unconscious. They may attack
Fredd has a 130 AGG, so if he rolls under 50 other characters that come into their field of vision
(130 - 80 = 50), he goes berserk. If he rolls under 20 if they are in reach of the weapons the character has
(130 – 110 = 20), he goes suicidal. Fredd’s player in hand. If there is only a single available target the
rolls a 15. Fredd rolled lower than a 50 so he would character will attack it until it is dead or destroyed.
definitely go Berserk. Because Fredd also rolled low • Berserk and Suicidal characters attack with
enough to go Suicidal, he goes Suicidal instead of whatever they have in hand at the time they become
Berserk. Fredd bellows in rage and charges directly enraged.
at the alien horde wielding poor Henry as a club. • Actions: The character’s number of Actions
increases one level. For example: 1/2 becomes 2/4,
Becoming combat hardened, getting psyched up, 2/4 becomes 3/6, 3/6 becomes 4/8, and 4/8
or talked down. becomes 5/10.
Characters who have been exposed to a • Hand Weapons: If using a hand weapon or
similar situation or opponent before and survived the fighting empty handed, the character’s Damage
encounter may lower the difficulty of the Aggression Adjustment is doubled.
check by one level. Combat veterans rarely panic in • Ranged Weapons: A Berserk or Suicidal character
combat. Since most Aggression checks are using a ranged weapon will fire it as fast as possible,
performed with an Average (0%) modifier, lowering with no regard for ammunition or power
the difficulty results in an Easy (+40) modifier. consumption.
Characters who have been in combat before • If the character has a weapon capable of fully
and have Aggression scores of 60 or higher are automatic fire, they will attempt to hose down as
incapable of panicking under normal many targets as possible (Full Auto – Spread fire)
circumstances (unless they roll 00). Some Matrices until they are out of ammo.
and chemical/biological weapons can cause the
• Matrices: Berserk or Suicidal characters that have Once someone has gone Berserk, they will not
matrices will only use matrices that directly stop until they are unconscious or dead. If there are no
damage opponents and can be completely living targets left to attack, the character will continue
generated in a single Combat Round or less. to pummel the lifeless corpse of the last person they
• Skill Checks: Skill checks, other than physical killed. Characters will not listen to reason or logic and
skills or combat skills, are usually not possible probably won’t even hear most attempts at
(GM Discretion), though repeatedly driving a communication with them.
vehicle back and forth over an enemy is not If there was a single source of agitation that
unheard of. drove the character into a Berserk or Suicidal state
• Fighting past zero Body Points: When a and the character kills or destroys it, they may make
Character goes Berserk or Suicidal roll a d6. The an INT to realize this. Success indicates the character
character remains conscious and continue to fight understands they have vanquished the target of their
into negative Body Points, until they reach the rage, and they character will calm down in 1d4
value rolled on the d6. So, if you rolled a 5, your Combat Rounds.
Berserk or Suicidal character will fight until they Characters who are Berserk or Suicidal can be
reach -5 Body Points. talked down by characters using the Military
Leadership skill, if the Berserk or Suicidal character
The following effects apply only to characters who are is or was in the military. The ingrained training to
Suicidal and are in addition to the above-listed effects. follow orders of a superior officer is strong.
If there are any contradictions, the effects listed below Each round the Character is Berserk or
always trump the effects listed above for Suicidal Suicidal, they must make a Constitution check.
characters. Failure indicates they have exhausted themselves.
They continue to attack in their exhausted state, but
Effects of going Suicidal their number of Actions is reduced by one level (4/8
• Characters who are Suicidal are incapable of becomes 3/6, 3/6 becomes 2/4, and 2/4 becomes 1/2
blocking attacks or Actively Dodging. etc.) to a minimum of 1/2, and any Damage
Adjustment is reduced by half.
How Long Does Berserk Last?
ENVIRONMENTAL CONDITION RESISTANCE ROLLS failed ECR check. Only if the damage exhausts the
(ECR): protection the armor offers will the character suffer
Vital Statistics tell us a lot about a particular damage.
species. We know Ram Pythons are stronger than For attacks with Damage Type S (Chemical
humans. We know Cizeracks are more agile than Ram and biological attacks & matrix-based attacks), a
Pythons. We can tell that Mutzachans are very smart. failed ECR means the character will suffer the effects
What they don’t tell us is how each of the unique of the attack, and the armor will be unaffected.
species fares in certain environments or when dealing
with specific conditions that goes beyond a purely ECRs denoted as Immune (I)
physical injury. A lifeform or armored suit with the immune
Environmental Condition Resistance (ECR) symbol (‘I’) next to its ECR will be unaffected by any
values determine a species’ resistance or vulnerability attack or condition that requires the target to make an
to specified environments or conditions. Do ECR of that type. In addition, the creature or armor is
Pythonians like cold? No, they don’t. Are also immune to weapon attacks that do damage
Mutzachans easily harmed by electrical shock? No, through a mechanism that would be covered by that
they aren’t. ECR type, whether the attack requires an ECR or not.
For example, a creature with a COLD ECR of
ECR Checks & Armor ‘I’ would suffer no damage from frost weaponry. Nor
If you are wearing armor when struck by an would it have to make a COLD ECR anytime an
attack that requires an ECR, you may always environmental condition would require other
substitute your Armor’s ECR for the character’s characters to make a COLD ECR… say from being
identical ECR, unless specifically stated otherwise. trapped naked on the arctic tundra. Similarly, a
You have to substitute the same ECR. You could not, creature with a FIRE ECR of ‘I’ could gleefully stand
for example, substitute your armor’s ELE ECR for in hot lava all day long and never have to make a
your character’s BIO SMR. You could, however, FIRE ECR check. Nor would it take any damage from
substitute your armor’s ELE ECR for your character’s flamethrowers, beam weaponry, and plasma-based
ELE ECR. attacks.
For example, your character has an ELE ECR
of 50. Your character is currently wearing armor with ECR Rechecks
its own ELE ECR of 75. If you’re hit by a weapon Characters that fail their initial ECR can still
that requires you to make an ELE ECR check while recover before the end of the effect’s duration by
wearing your armor, you would have to roll under 75 making an ECR re-check. An ECR re-check allows
to succeed - assuming there was no penalty to the the character to reroll their ECR as a Free Action.
check. Success indicates that the effects and penalties
imposed on the character by the initial ECR check
ECR Checks & Armor with Zero Integrity: If failure cease.
any armor section has its Armor Integrity The higher the ECR, the more resistant the
reduced to zero, the character may no longer character has to those types of attacks and the more
substitute the Armor’s ECRs for their own. This likely they will be able to break free of any lingering
is for attacks that strike the section with zero effects. Consult the table below to determine the
integrity or against attacks that are frequency of re-checks:
environmental in nature (exposure to extreme
temperatures) or area affect (gas attacks). ECR Value ECR Re-Check Frequency
01-50 Once every THREE Combat Rounds
ECR Check Failure when in Armor 51-100 Once every TWO Combat Rounds
What happens if your character fails an ECR 101-150 Once per Combat Round
check while wearing armor? For the vast majority of
attacks (Types A, T, T.A., & P), the armor will still Re-checks are only allowed for effects where
provide protection for the character, with the suit the listed duration is not "Instant." All ECR re-checks
taking the damage instead of the character from the suffer the same penalties as the initial ECR check.
Any damage caused by an ECR check failure, which Penalty: The Penalty is the number subtracted from
occurred prior to a successful recheck, is not undone. the specified ECR before you roll. If the Penalty
Failure to make an ECR re-check means the character listed is positive, it is actually a bonus, which is added
is still under the effects triggered by the initial ECR to your character’s ECR before rolling.
check failure and must wait until their next If the ECR check penalty says “-Dam,” then
opportunity to make an ECR re-check to try again. the penalty for the ECR check is the amount of
damage done in the initial attack.
MORE CRUNCH RULE: Continuous ECR
Checks Damage: This is the damage caused by a failed ECR
This rule replaces the ECR Re-Check rules. check. This need not be a loss of Body Points.
Rather than allowing a Re-check to completely negate Damage from failed ECRs can also result in lowered
the ill-effects of a prior failed ECR check, some Statistics or other similar reductions. Sometimes the
Game Masters may opt to have the character break damage listed is per increment of time (Example: 1d6
free from a long duration effect only momentarily. BP/hr.) if the effect has a Duration. Common Damage
Just like Re-checks, this rule only applies if effects include;
the character fails their initial ECR against an ECR • Loss of Body Points
effect where the listed duration is not "Instant." • Lowering or Statistics
However, under the Continuous ECR Check rule, the • Lowering or ECRs
character is allowed to make an ECR check every • Reduction of MOV scores
Combat Round during their Initiative. Success • Reduction or loss of Actions
indicates that the character shakes off the effects of • Stat or Skill Check penalties
the initial failed ECR check for the remainder of the
Combat Round, though any prior damage caused by Delay: Sometimes a certain amount of time will pass
the failed ECR check is not undone. At the end of the before the character feels the ill effects of failing their
Combat Round, the effects resume and continue until ECR check. Only in the movies does a victim
the duration elapses. Each Combat Round the immediately feel the effects of being poisoned or
character successfully makes an ECR, they shake off catching a disease. Sometimes hours or days will pass
the effects. This allows the character to experience before the character suffers the damage listed for
moments of lucidity or consciousness, depending on failing the ECR check.
the ECR Effect. In addition, if the damage is triggered by some
event, it will be listed in the Delay column. For
ECR EFFECT NOTATION example, your character may not suffer any physical
When an attack calls for an ECR check, we damage until they pull that mind controlling slug off
use a short hand notation to describe the check. ECR the side their head.
Effect notations will list effect name first, followed by
information in parentheses that summarizes the check, Duration: This indicates the how long the ill effects
including which ECR to use, penalties, and results of will last for failing an ECR. Characters will continue
failure. to suffer the listed damage for the Duration listed. If a
For example, an ECR effect of Duration is listed, the Damage will specify how often
“UNCONSCIOU (BIO@+25; May take no Actions)” it is applied to the target.
would indicate the target must make a Biological For example, an effect with a Duration of
ECR, with a +25 modifier (bonus). Failure to make 1d10 minutes might indicate the damage is 1d8
this ECR check indicates the character has been BP/min. This means the character would suffer 1d8
rendered unconscious and is unable to take any Body Points worth of damage every minute until the
Actions. effect’s duration ends. If no Duration is listed or if
The summary information will always be the Duration is “Instant”, no additional damage is
listed in this order: applied to the target after the initial attack.
EFFECT NAME (ECR@Penalty; Damage, Delay; Note: It is important to note that not all of those
Duration of effect)[Additional Helper Text or effects will be present in every ECR summary. For
Damage Type] example, many failed ECRs do not result in the
character taking damage. In addition, it important to skin-to-skin contact, inhaled, or by consuming
note that that many ECR checks are triggered after a contaminated foods. Poisons typically have a
successful physical attack. Duration, Delay, and Damage listed per unit of time
DEAFEN (SEN@ECR Penalty; Damage, Delay, STUN (SEN@ECR Penalty; Damage, Delay,
Duration; ECR Frequency)[Damage Type S]: Any Duration; ECR Frequency)[Damage Type S]:
very loud noise can potentially deafen characters who Some frequencies of sound at sufficient amplitude can
must make a Sensory ECR at the listed penalty to have concussive effects, physically stunning
characters in the vicinity. Victims of these types of not sure what ECR to use, just have the target make a
attacks are entitled to a Sensory ECR. Those that fail BIO ECR check. Keep in mind that this check is for
their Sensory ECR are physically stunned, unable to physical damage to the eyes of the target. If the target
move or take any Actions for the Duration of the is being blinded by a bright flash of light, that’s the
effect. Stunning attacks may also do damage if the ‘Flash’ effect and requires a SEN ECR.
ECR is failed. Sometimes this damage is per unit of The ECR penalty for this effect is always
time, and in other instances the character only takes equal to the damage done in the attack. The more
damage once, after an ECR is failed. damage the attack does, the more likely it is to
This effect can require a MEN ECR rather damage the eyes. The Damage is always a reduction
than a SEN ECR. Always be sure to check the of your character’s Visual Modifier equal to the
description. amount of damage done by the attack. The Duration
Optional: A character’s current Hearing is always permanent.
modifier is added to the listed ECR penalty.
Characters with better hearing are more likely to be A Visual Mod. of -30 to -50 indicates your
affected. character is legally blind and is unable to read, drive,
or pilot vehicles. They can still move about without
difficulty. A Visual Mod. of -50 to -99 indicates your
Other ECR Effects character is severely visual impaired and will have
difficulty even walking around without running into
BLIND (varies@ECR Penalty; Damage, Delay, objects. A Visual Mod. of -100 or more indicates your
Duration; ECR Frequency): Any attack that makes character is completely blind.
a called shot at the target’s unprotected eyes in an A Hearing Mod. of -30 to -50 indicates your
attempt to physically damage them may require an character is hearing impaired, and you may have to
ECR check to avoid the ‘Blind’ effect. The Blind repeat yourself or speak loudly when talking to them.
ECR effect is unique because the ECR used for the A Hearing Mod. of -50 to -99 indicates your character
check is dependent on the attack type used. If a mob is severely hearing impaired and can not hear without
boss throws acid in your eyes, you’ll need to make a the aid of assistive technology. The character will still
CHEM ECR to avoid blindness. If an alien creature be aware of very loud noises, like gunfire, but will not
spits venom in your eyes, you’ll need to make a BIO be able discern anything beyond the fact something
ECR to avoid blindness. If you get hit in the face very loud is nearby. A Hearing Mod. of -100 or more
with a blast of electricity, you’ll need to make an ELE indicates your character is completely deaf and can
ECR to avoid blindness, and so on. If your GM is not hear at all.
ARMOR RULES
THE BASICS: THRESHOLD RATING, Threshold Rating Summary:
ABSORPTION, AND STRUCTURAL 1) Represents the “hard outer shell” of an armored
INTEGRITY suit.
2) Threshold Rating not usually reduced during
Hit Locations combat;
A suit of armor is broken down into sections 3) Threshold Rating the same for each section of the
that mirror the Body Sections of a character: head, armored suit;
arms, legs, and torso. Attacks that would strike a 4) Helms often have a higher Threshold Rating than
specific area of character, instead strike the armor a single section equivalently priced suit of armor;
worn over that area, if any is present. The neck is 5) Can be bypassed by some weapons.
considered part of the head section. Open face 6) If Integrity in a section is reduced to 0, Threshold
helmets don’t protect your face!" Rating in that same section is also reduced to 0.
Threshold Rating values rarely change. How does the Absorption work?
A suit’s Threshold Rating is subtracted from After subtracting the Threshold Rating from
damage done to the suit. A suit's Threshold Rating is the damage done by an attack, the remainder, if any,
not used up as the suit is damaged. Unless damaged, is subtracted from the Absorption in the section hit.
the Threshold Rating is same for each section of the
suit. Helmets can, and usually do, have Example: In the last example, Henry’s AKMB suit
different Threshold Ratings than the armored suit was hit in the right arm by a bullet that did 6 points of
they're used with. Some weapons and attacks can damage. The suit had a Threshold Rating of 4, which
reduce a suit's Threshold Rating, but these are rare. In means 2 points of damage are applied to the
most combat a suit's Threshold Rating won’t change. Absorption in the arm section of the suit. The AKMB
suit has 5 points of Absorption in the arm, which is
now permanently reduced to 3 points (5-2=3).
that dramatically reduce Structural Integrity.
Absorption is used up as the suit takes damage If the Structural Integrity in a section is
Damage is subtracted from Absorption. This is reduced to zero, the armor no longer provides
the opposite procedure used for Threshold Rating, protection and the Threshold Rating (THR) and
which is subtracted from the damage. As a result, Absorption (ABS) in that section are reduced to zero.
Absorption is used up as the suit takes damage that
exceeds the Threshold Rating. Structural Integrity values vary from section to
section
Absorption values vary from section to section Like Absorption, a suit’s Structural
Unlike a suit’s Threshold Rating, which is the Integrity varies from section to section. Structural
same for the entire suit (but not the helm), the amount Integrity in various sections will drop throughout
of Absorption varies from section to section in an combat at as the suit takes damage from
armored suit. disintegrators, metal guns, pulse weapons, and
Generally, the helmet and the arms have the missiles/rockets.
lowest amounts of Absorption, with the torso, and
legs having significantly more. Structural Integrity Summary:
1) Represents the material of the armor itself.
Absorption Summary: 2) Functions to hold the armor and its systems
1) Represents the cushion between the hard outer of together;
layer of the armor and the wearer. 3) Structural Integrity is reduced by certain types of
2) Functions to absorb impacts and insulate the user weapons that are designed to tear up armor;
from extreme and rapid temperature changes; 4) Structural Integrity values may not be the same
3) Absorption is reduced by certain types of damage for each section of the armored suit;
and by extreme temperatures; 5) Helms usually have more Structural Integrity than
4) Absorption values may not be the same for each a single section of an equivalently priced suit of
section of the armored suit; armor;
5) Helms usually have less Absorption than a single 6) When Structural Integrity is reduced to 0 in a
section of an equivalently priced suit of armor; section, that section falls to pieces and no longer
6) Can by bypassed by some weapons. provides any protection to that area. All Threshold
7) When absorption is reduced to 0 in a section, Rating and Absorption in a section with zero
other armor stats are unaffected. Structural Integrity are also reduced to zero.
STRUCTURAL INTEGRITY (SI) Example: Henry’s opponents get tired of taking pot
Structural Integrity represents the amount of shots at him and decide to pull out the big guns.
material in the armor, and how well a suit holds Targeting Henry with a disintegrator the hit his
together as it takes damage. Every time you punch a AKMB suit in the left arm for 12 points of Structural
hole in a suit of armor, you lose some of that material Integrity (SI) damage. The suit has a Threshold
and thus Structural Integrity in that section drops. Rating of 4, and 5 points Absorption in the left arm.
When Structural Integrity in a section reaches zero, The disintegrator ignores all of that, and chews away
that section of armor literally falls apart and no longer at the metal of the suit itself. The AKMB suit has 16
protects that body area underneath. points of Structural Integrity in the arm, which is now
permanently reduced to 4 points (16-12=4). If Henry
How does Structural Integrity work? takes another hit from that disintegrator in that left
When using the basic rules weapons that only arm, the armor there is likely to evaporate. Not good!
make small holes in armor are ignored when
determining Structural Integrity loss. Players only
need to reduce the Structural Integrity in a section of
armor when hit by disintegrators, metal guns, pulse
weapons, corrosives, and missiles/rockets. These
weapons eat away at the armor or tear off large
chunks of material. Specialized grenades and
ammunition need to be looked at on a case by case
basis, though we will do our best to point out the ones
Damage to Structural Integrity (by Weapon System)
Weapon System SI Damage
MORE CRUNCH RULE: “Death By 1000 Paper Arm Rocket 10
Cuts” - Tracking Structural Integrity Reduction Ballistic (Non-HMG) vs Body Armor ǂ 1
for ALL weapon hits. Ballistic Cannon 50
Normally, during game play you only record a Ballistic HMG 3
Disintegrator Damage
reduction in Structural Integrity if a weapon designed Explosive Damage
to do significant damage to Structural Integrity hits it. Flamethrower 0
Things like disintegrators and Pulse weapons. Fluid Gun By payload
Flux Interference Generator 0
However, even a single bullet is taking a chunk out of Frost Gun 0
your Structural Integrity with each hit. Anytime you Gauss weapon 1
get a hole poked in your suit there is less of your suit. Grav Sheer Damage
These tiny losses can accumulate and lead to a failure Grenade 1/fragment
Heavy Missile 100
of an armor section when its Structural Integrity Laser 1
reaches 0. Not everybody wants to keep tracks of the Laser HMG 4
Structural Integrity loss from every single bullet or Mag Grenade See Description
Metal Gun Damage x5
laser strike and that’s fine. However, if you’re so Melee Weapon vs Body Armor ǂ 1
inclined to track the Structural Integrity from even Mine See Description
penetrating hit we have provided an Integrity Omega Combat System * 20
Reduction chart in the back of the book that details Omega Weapon * 2
Phosphorous Grenade 2/fragment
the amount of integrity lost from hits by each weapon Plasma Grenade 4/fragment
system. It’s called “death by 1000 paper cuts” for a Plasma Seduction Grenade 8/fragment
reason. The rules are below. Plasma Sword 8
Plasma, non-pistol/SMG 8
Each time damage exceeds the Threshold Plasma, Static Pistol/SMG 4
Rating of the armor from a weapon that punctures or Pulse Automatic Weapon System 20
tears the armored suit, Structural Integrity is Pulse Combat System 50
reduced. A hit that doesn’t penetrate the armor does Reflex Missile 25
Reflex Missile XL 50
not reduce the Structural Integrity. As the suit takes Scrambler 0
damage integrity in various sections may be lost. The Super Plasma Grenade 4/fragment
amount of Structural Integrity lost when a hit Thunderbolt Generator 0
Ultra Armor Hand Weapon By Weapon
penetrates an armored suit is determined by the *Omega weapons do additional Structural Integrity damage to fixed and
weapon system that struck it. rigid structures. The damage listed is for attacks against armor.
Certain weapons rip large holes in body armor
ǂ Melee and Ballistic weapons do no damage, structural or otherwise, to
when they strike, while others inflict only minimal Heavy or Mechanized Armor.
damage. It all depends on the size of the hole. A
larger hole means more Structural Integrity is lost. WHEN YOUR ARMOR TAKES DAMAGE
Bullets and lasers usually reduce armor Structural Most weapons are designed to pierce armor
Integrity by one (1) point per hit, pulse and leave inconvenient holes in the organism wearing
weapons usually cause eight (8) points of damage per the suit. Apparently most living creatures don't react
hit to Structural Integrity. Some weapons like well to having holes punched in them, though
disintegrators and metal guns reduce the Structural Mazians don’t seem to mind too much. As a result,
Integrity directly, by eating away at the armor itself armor is designed to stop attacks from penetrating the
rather than by blowing holes through it. The damage suit.
done by these weapons is subtracted directly from Attacks must first penetrate an armored suit's
the Structural Integrity of the section hit. Threshold Rating and then get through the high-tech
Different weapon systems do different polymers that make up the suit's Absorption before
amounts of damage to the Structural Integrity per they can injure the armor's occupant. Attacks that do
penetration. There may be some unique weapons that enough damage to exceed the Threshold Rating are
deviate from the standard Integrity Reduction done by called Penetrating Hits.
their class, but the number given below is the amount
of damage to generally done to Structural Integrity
(SI) by a given weapon system.
TAB = Threshold, Absorption, Body Points
The rule of thumb for applying the armor’s
statistics to damage as described above is referred to ARMOR SPACE, WEIGHT, AND OPTIONS
as TAB. TAB is an acronym for Threshold, Armor Weight
Absorption, Body Points. TAB describes the order in The armor's Actual Weight (Act. WGT) value
which the armor’s attributes affect damage. represents the weight and bulk of the armor when
Threshold Rating reduces the damage first. worn. Since Encumbrance has a direct effect on the
Damage that exceeds the Threshold Rating is ability to move, players should carefully choose their
subtracted from the suit’s Absorption in the section armor so as not to weigh down their characters.
hit. If the Absorption in the section hit is reduced to Mechanized battle armor has actuators that
zero, any remaining damage is applied to the support the weight of the armor allow the wearer to
character’s Body Points. move around, relatively unhindered by the weight of
the armor. When in Mechanized armor, characters
1) Threshold Rating reduces damage. only feel the Effective Weight (Eff. WGT) of the suit
2) Remaining damage reduces Absorption. when calculating their Encumbrance loads. If the
3) If Absorption is reduced to zero, remaining actuators are disabled or damaged that section is
damage reduces wearer’s Body Points rendered immobile. If the actuators in the torso are
disabled or damaged the entire suit is rendered
Example: Unlucky Henry gets shot in the right arm of immobile.
his AKMB suit again. This round does 9 points of
damage. Using the TAB method, we first subtract the ARMOR SIZE CLASS
Threshold Rating from the damage as we have done Effects of Size Class on Armor
previously. 9 minus a THR of 4, reduces the damage The bigger the character, the bigger the armor
to 5. they wear. A Mutzachan can not wear armor made
The next step in the TAB method is subtract for a Ram Python and vice-versa. As a result, most
the remaining damage to the Absorption in the armor comes in a variety of Size Classes. The default
section hit. Henry only has 3 points of Absorption left Size Class is 4, which fits your average human.
in the right arm. We subtract the 5 points of damage Armor that is larger than Size Class 4 is more
from the 3 remaining points of Absorption in the right expensive, heavier, and has more structural material
arm. This reduces the Absorption to zero and leaves (higher Structural Integrity). Armor that is smaller
us with 2 points of damage left unallocated. The final than Size Class 4 is less expensive, lighter, and has
step in the TAB method is to apply any damage after less structural material (lower Structural Integrity).
Absorption in section is reduced to zero to the The same holds true for helmets. To determine the
character’s Body Points. In this case poor Henry has Structural Integrity change per section, Encumbrance,
his Body Points reduced by 2 points. Henry is and cost for your suit, simply multiply each value by
wounded! the wearer’s Size Class and then divide by four (4).
Note: A Cizerack is always considered Size Class 7
TAB is the default damage mechanic in for armor size values, and Mazian can purchase
Battlelords. Anytime something does damage the GM whatever size armor it wants if it wants to assume the
and the players can generally assume, that unless general shape and size of the armor’s intended user.
stated otherwise, the Threshold Rating (THR) and
Absorption (ABS) of the character's armor will Size Class Modifier
provide protection, before the character’s Body Points The stats on Armor and helmets vary with
can be reduced. However, certain weapon systems Size Class. This table tells you the multiplier for the
are designed to bypass the protection offered by SI (in each section), weight, and cost of an armored if
armor (see below). it is not Size Class 4. The stats listed in the armor
table are for a Size Class 4 suit.
SC Mod* SC Mod*
1 0.25 6 1.5
2 0.5 7 1.75
3 0.75 8 2
4 0 9 2.25
5 1.25 10 2.5
suit once installed. Options that are installed into
slots, however, can be transferred by any competent
Threshold Rating and Absorption Rating armorsmith. The cost of the option includes the fee
are not affected by changes in Size Class. Additional for its initial installation.
Absorption can be added as an armor option if you The number of slots available in an armored
have the free spaces to hold the additional Absorption suit depends on the Size Class of the wearer. The
and the credits available to purchase it. larger the wearer, the larger the armor, and the more
slots for options it will possess. Each section of armor
The stats listed for a Cub armor are for a contains a specified number of spaces into which
standard Size Class 4 suit. It has a Threshold Rating options may be added. You can never mount more
of 3, 36 points of Structural Integrity in the torso, 24 armor options than you have space for.
SI in each leg, and 12 in each arm. The suit has 15
points of Absorption in the torso, 10 in each leg, and Armor Size Classes Greater than 8
5 in each arm. The suit weighs 13 kilograms, and Even though characters can not exceed Size
costs 3100 credits. Class 8, some heavy armor and all mechanized armor
Let’s say your character is Size Class 6 is treated as being one or two Size Classes larger than
though. We see from the table above that we need to its occupant. This means if you get a Size Class 8
multiply the listed values by 1.50 to determine the Ram Python in a high-end suit of Mechanized Armor,
Size Class 6 numbers. Let’s start with the Structural he is treated as being Size Class 9 or 10 in the armor.
Integrity. The torso in a Size Class suit would have An intimidating sight indeed!
50% more SI, so our new torso SI value is 54 (36 x
1.50 = 54). Similarly, the SI in the legs would
increase to 36, and the SI in the arms would increase
to 18. The weight increases to 19.5, rounded down to
19 kilos, and the cost becomes 4,650 credits. The
Threshold Rating and Absorption values do not
change with Size Class.
ARMOR OPTIONS
Armor options are devices that are added to an
armored suit to enhance the survivability or lethality
of the soldier. Armor options are normally mounted
inside the armor, under the protective outer shell
represented by the armor’s Threshold Rating.
Modern armor has industry standard expansion
chambers, called slots, built into the suit to hold a
variety of standard sized-options. However, there are
some that are must be built into the armor itself,
making them difficult to install and remove. These
"built-in" options are often protective coatings or
linings that must be applied to the armor's surface or
sandwiched between the exterior shell and the
absorption polymers. Built-in options are difficult or
impossible to remove or transfer to a new armored
ARMOR SIZE CLASS TABLE
MBA
SIZE CLASS SC 1 SC 2 SC 3 SC 4 SC 5 SC 6 SC 7 SC 8 SC 9 SC 10
Location Die 1d4 1d4 1d6 1d6 1d8 1d8 1d10 1d10 1d12 1d12
SPACES
Head 4 4 6 6 8 8 10 10 12 12
Torso 4 4 6 6 8 8 10 10 12 12
L. Arm 4 4 6 6 8 8 10 10 12 12
R. Arm 4 4 6 6 8 8 10 10 12 12
L. Leg 4 4 6 6 8 8 10 10 12 12
R. Leg 4 4 6 6 8 8 10 10 12 12
RECORDING ARMOR OPTIONS However, without a specific indication that an armor
When purchasing armor options for your option’s spaces can be spread across multiple Armor
armor you must record the location of each option in Sections all the spaces must be allocated to a single
the armor diagram on your character sheet. First, Armor Section.
check to see which sections can hold the type of
armor option you’ve purchased. Some armor options OCCUPIED ARMOR OPTION SLOTS IN
must be mounted in specific locations so be sure to HEAVY ARMOR AND MECHANIZED BATTLE
check the Armor Options table or the description for ARMOR.
the option your placing. Heavy armor has one armor option slot in
Second, make sure you have enough empty each section occupied by the Actuators that allow the
spaces in that section to hold the armor option. user of the armor to move easily despite the weight.
Remember that many armor options use up more than As a result, heavy armor always has one less slot
one space. Unless otherwise noted in the armor available in each section than body armor of the same
option description, the spaces utilized by an armor Size Class.
option must all be in the same section. You can not Mechanized Battle Armor (MBA) can be one
divide an armor option across multiple sections of or two size classes larger than the user, which gives it
your armor unless the option’s description two additional slots in each section. Unfortunately,
specifically allows for it. two slots in each section of MBA armor are occupied
Third, once you decide where your armor by the Actuators and strength enhancing components
option should be sure to mark it on the Armor Option of the armor, so you don’t actually get any additional
Diagram on your character sheet. This is important space for options.
because weapon hits that penetrate an armor section
can damage or destroy armor options in that section. BEYOND THE BASICS: TAB EXCEPTIONS AND
ARMOR OPTIONS SPREAD ACROSS HITS TO ARMOR OPTIONS
MULTIPLE SECTIONS
EXCEPTIONS TO THE TAB RULE
There are weapons and attacks that are
exceptions to the TAB rule. Most of these exceptions
are weapons that were specifically designed to bypass
the protective aspects of modern armor. Omega
weapons that ignore the Threshold Rating of an
armored suit. Laser weapons whose beams are so hot
they cut through Absorption before it has a chance to
protect the wearer. Despite all their modern features
armored suits still have their design origins in
stopping projectiles. Weapons that can exploit these
inherent limitations in armor design can do an end
round around some of the protections they offer.
We have grouped these TAB rule exceptions
into categories, which are called Damage Types. A
weapon that follows the TAB rule does not have a
Damage Type. Weapons which are exceptions to the
TAB rule will have one or more Damage Types.
Generally, you cannot divide the spaces of an Damage Types are labeled based on the armor
armor option across multiple Armor Sections, unless statistic they ignore. For instance, the A in Damage
the description requires it or allows it as an option. It Type A if for Absorption, which is ignored by
isn’t uncommon for some armor options, like hostile Damage Type A weapons.
environment packages, to take us space in every
section of a suit. Similarly, some options like Sensor
Systems allow players to install the option in
additional spaces across the suit for redundancy.
from Hank’s Body Points. Ouch.
DAMAGE TYPE DESCRIPTION
- Weapon is affected by armor normally. Damage Type T (Ignores Threshold Rating)
A Ignores Absorption Weapons that have a 'T' after the listed
damage ignore the Threshold Rating of armor. The
T Ignores Threshold Rating
damage from these weapons and attacks are
P Ignores Personnel. These weapons are subtracted directly from the suit's Absorption in the
designed to debilitate armor and do
no damage to the wearer or section hit, without being reduced by the suit's
unarmored characters. Threshold Rating first. The most common type of "T-
S Ignores Suits of armor. These class" or Threshold-ignoring attacks are Omega
weapons do not damage armor.
Chemical weapons and biological weapons and attacks that damage through concussive
weapons. Will not usually damage force, including falls.
suits or armor and will only damage
the character. These attacks usually
require that the character fail an ECR Phelonious the Phentari sees Hank go down in
roll before the character is affected. a barrage of laser fire. Phelonious decides that Hank
F Ignores Flux Shields. might be dead or dying and his corpse could provide
some valuable salvage, or at least an after-dinner
HYBRID DAMAGE TYPES
snack. Unfortunately for Phelonious, as he
T.A. Ignores Both Threshold Rating and approaches Hank’s body he is struck in the helmet by
Absorption – Damage subtracted from
Structural Integrity. Excess damage is an Omega weapon, which does 15 points of damage.
applied to Body Points. Phelonious is wearing a TDA helmet with a
T.A.P. Ignores Threshold Rating, Absorption, Threshold Rating of 8, a Structural Integrity of 8, and
and Personnel. – Damage subtracted
from Structural Integrity ONLY. These 10 points of Absorption. Normally we would apply the
attacks do not reduce Body Points. TAB rule, but we see that Omega weapons have a
Damage Type T. They ignore Threshold Rating. As a
T.F. Ignores Both Threshold Rating and
Flux Shields. result, we skip the T in TAB and subtract the damage
S.F. Ignored armored Suits and Flux from the helm’s Absorption. 15 points of damage
Shields. reduces the Helm’s Absorption to zero, leaving 5
NOTE: Recall that you can still substitute your armor’s ECR for the
identical character ECR if you wish, even verses attacks with a Damage points unallocated. Under the TAB rule those 5 points
Type of S. are next subtracted Phelonious’s Body Points.
Reflection Suit: The suit has a Threshold Rating of 8 These systems are susceptible to attack from
against beam weapon attacks. Without the matte Scramblers and electrical-based weapons, which can
knock out the motivator systems leaving the user houses the mechanized speed equipment results in the
immobilized or greatly slowed by the weight of their users AGL being reduced to 0.
own armor. In addition, all Heavy Armor is
environmentally contained, which protects the user MECHANIZED BATTLE ARMOR
from gas attacks and many hazardous environmental Mechanized Battle Armor, as a class of armor,
conditions. is often referred to simply as MBA. Mechanized
Heavy armor is not affected by certain weapon battle armor is really nothing more than beefed-up
types. Most archaic powder weapons and melee heavy armor. In fact, it provides all the same benefits
weapons do no damage to Heavy Armor. as heavy armor. The defining characteristic of
Mechanized armored suits are their strength
7 THRESHOLD augmentation systems. Unlike the LIFT systems in
CD-2 Commando: The mechanized speed uses one heavy armor, the strength augmentation systems in
armor option slot in each leg. Destruction of either MBA actually helps support the weight of the suit. In
option slot that houses the mechanized speed most cases the motivators in the suit are so powerful
equipment results in the users AGL being reduced to that the suit feels weightless to the user. In addition,
0. Mechanized Battle Armor allowed the user to hit and
kick with superhuman strength. Lastly, many suits of
Hansen: The PDS on the Hansen functions identically Mechanized Battle Armor allow the user to move
to the ABM-type PDS, only it has a range of 100m, with super human speed. Like heavy armor, MBA is
and an accuracy of 105% against reflex missiles. The self-contained and environmentally sealed.
accuracy is reduced to 55% to hit any other type of While wearing a suit of MBA you can run as
large projectile capable of being engaged by a PDS. fast as a Cizerack, walk through masonry walls like
Q:12, ROF: 1. they’re constructed of tissue paper, and rip doors and
hatches off armored vehicles with you gauntleted
Soaker: After reducing the damage by the suit’s hands. If you have the means, I highly suggestion
Threshold Rating, damage to the suit’s Absorption is you get a suit.
doubled if the attack was a Pulse weapon,
flamethrower, or fire. Replacement Sponge polymers 48 THRESHOLD.
are half the listed cost for normal Absorption AeroShield: FLY score becomes 110 in armor. The
Polymers. flight systems for the suit occupy two spaces in each
section of armor. Range is 500km.
Timar: This suit includes the Generation Friendly
Armor Option. 42 THRESHOLD.
Nightshade: The unit's proprietary camouflage
8 THRESHOLD system has a Stealth Rating of 75 and provides a
Belligerence: When the Omega-Dampener is 100% penalty to observation checks. The cloaking
activated all damage from concussion and Omega system increases the Stealth Rating and Observation
weapons is reduced by half (round down). After check penalty by 50 points but prevents the occupant
applying the reduced concussion/Omega damage, roll from seeing anything outside the suit, whether using
to determine if there is a failure. There is a 25% the ole’ Mk I eyeball or sensors. The cloaking system
chance (75-00) that all the remaining absorption can run for a maximum of 3 minutes.
polymers in the section hit are destroyed. The sound dampening system provides a 55%
Penalty to Observation Checks made using Hearing
Velocity: The mechanized speed uses one armor Modifier. These are passive countermeasures. The
option slot in each leg. Destruction of either option suit can not use the Full Spectrum Cloak, standard
slot that houses the mechanized speed equipment Camouflage Unit, improved Camouflage Unit, or
results in the users AGL being reduced to one-quarter Sound Cancellation Device.
it’s normal value (rather than the usual one-half) The Displacement Device has a range of
when making Stat checks of AGL-based Skill Checks. 1000m, and enough the molecular phase device can
pass through 30m of material and a has 30 second
12 THRESHOLD recharge time between uses. The Displacement
CD-7: The mechanized speed uses one armor option Device has enough power for 10 uses.
slot in each leg. Destruction of either option slot that The displacement device occupies 2 spaces in
the Torso and molecular phase system occupies 1 • Hearing: All Helms that are TL3 or lower
space in the Torso of the suit. The phase sword impart a -40 to any observation check that
occupies 3 spaces in the right or left arm. The sound uses the Hearing modifier.
dampening system requires one space from each leg.
LESS CRUNCH RULE - Video Killed the Radio
HELMETS Star: If players don’t want to get all nitty-gritty with
Helmets made by manufacturers within the Alliance transmission strengths and ranges, just assume all
all use an industry standard attachment collar, that TL3 or better helms have a Commo % of 100% and a
allows the helm to be secured to the collar of a suit of range of 10km.
heavy armor or mechanized battle armor. With most
suits of body armor the helmet doesn’t attach directly Bell SS: All residual damage from this type of attack
to the suit, but still provides head and neck protection. is halved.
In addition, all helmets use the same industry
standardized slot system that’s utilized in armored Bite Helm Plus: The Bite Helm Plus does 3d4 points
suit for the addition of options to the helm. of damage and affects Heavy Armor normally. A bite
Typically speaking, helms are usually lighter on is usually considered a single Action attack. However,
absorption polymers than an armored suit with the the number of times a character may bite per Combat
same level of penetration protection. You can only Round is determined by species, and is usually limited
stuff so much polymer in a helmet before you to two bites per Combat Round.
silhouette looks like a melon on a stick and it
becomes unwieldy. High end helmets get around this ARMOR OPTIONS:
problem by using resonance fields to increase the ARMOR MOBILITY SYSTEMS
durability of the polymers you’ve got, rather than The cost, weight, and space requirements of all
adding more, but they aren’t 100% effective. Armor Mobility Systems are modified by Size Class
All helms that are TL3 or better have a Head’s in the same manner as armored suits. The “Always
Up Display (HUD) on the inside of the visor/faceplate Round Down rule” still applies. Mobility systems list
to superimpose information into the user’s field of their capabilities as either RUN, JUMP, or FLY; All
view. The visor on all TL3+ helmets can of which are listed in meters per second.
automatically tint or become opaque to block out
bright lights. Most helmets with flash suppression Climbing System: Provides +50 to Climbing skill
technology leave the visor opaque and rely on checks.
shielded visual sensors to relay a view of the outside
world to the wearer via the HUD. Flight System (MARS): FLY score becomes 55 in
Some helms have manufacturer installed armor, and the character can move in any direction.
communication systems (aka commo), while others Requires Personal Flight Device skill to use. The
allow the user to install an off-the-shelf system of system includes the Environmental Containment
their choice. In addition, all TL3 helms also feature armor option.
external speakers allowing the wearer to speak those
nearby without having to open or remove the helmet. Jump Pads: JUMP score becomes 10 when making
Most helms allow the user to modulate their voice, to jumps in armor. Requires Personal Flight Device skill
make it sound more or less intimidating, or to to use.
disguise it.
Limited Flight Pack: FLY score becomes 40 in
• Heavy Armor Helmets: All Helmets with a armor, and the character can move in any direction.
Threshold Rating over 7 are treated It takes a full Combat Round to reach maximum
identically to Heavy Armor. They are speed. Requires Personal Flight Device skill to use.
environmentally sealed, and immune to
damage from most ballistic and melee Skimmer System (R.A.M. Package): FLY score
weapons. becomes 15 in armor
• Open Face Helmets: When the head is hit,
roll a d10. On a roll of 6 or higher, the helm Thrust Assisted Jump Unit: JUMP score becomes
offers no protection. 75 when making jumps in armor. Characters will
need to make Personal Flight Device Skill checks to
aim their jump. Failure indicates the user may have one to use.
missed their jump or slammed into a wall at high
speed. Area is the arc the sensors function in when
operating. Often this is 180 degrees in an arc
Mechanized Speed: RUN score becomes 18 in directly in front of the operator, or 360 degrees (in
armor. JUMP score becomes 9. If this armor option all directions, including up).
is partially or totally destroyed the user of the suit
can not walk or run. Range is how far away from the operator the sensor
can detect objects, persons, or threats.
ARMOR OPTIONS: LIFT SYTEMS
The LIFT value listed for Lift Systems is Penetration value is the number of meters of solid
subtracted from the total Weight (WGT) of any gear material the sensor will detect objects through.
carried while wearing the armor. The remaining
Weight (WGT) must be borne by the character and MORE CRUNCH RULE: TL Advantage
affects their Encumbrance normally. A lift system Sensor systems are half as effective against
does not reduce the weight of the Armor or helmet cloaking and stealth systems that are one (1) TL
worn by the character. higher than the Tech Level of the Sensor System
being used, and one quarter as effective against
ARMOR OPTIONS: cloaking and stealth systems that are two or more
SENSOR SUITES Tech Levels higher than the Tech Level of the
Sensor packages include a wide variety of sensor Sensor system being used.
system, depending on the Tech Level of the system
purchased. They feature both active and passive Note: Sensors systems are incredible pieces of
sensors, and many include RADAR, LIDAR, technology, but they don’t replace the ole’ Mark I
SONAR, optical sensors with pattern and silhouette eyeball. Characters can still make Observation
recognition routines, acoustic sensors, millimeter checks using their Vision, Hearing, or Smell modifiers
wave scanners, thermal imaging, UV optics, and a to detect the presence of an enemy or trap, regardless
host of other detection gear. State-of-the-art systems of whether they have sensor systems or not.
utilize quantum fluctuation detectors, gravimetric
monitors, and dimensional flux analysis. Sensors can Scout System: The Scout System increases the Active
detect enemy combatants, friendly combatants, non- % of a Sensor System by 20, and the Passive % by 40.
combatants, weapon’s fire, incoming projectiles, and It also increases the Penetration rating of the system
booby traps. Sensors that actively scan a target not by 20 meters. It increases the cost of the system it is
wearing armor or using a flux shield can reveal the added to by 20%. The Scout System can not be used
location of the target’s internal organs to the operator. in isolation. It must be added to an existing sensor
system.
Active % is the percentage chance of the sensor
system detecting what the operator is searching for Basic Sensor Package: This system is entirely
when in Active mode. Recall that Actively scanning passive. It has a 90% chance to detect sensor
will increase you chance of success but advertise emissions, communication signals, and natural
your presence to the enemy. Your Active phenomena that come into direct contact with the suit
percentage is reduced on a point-for-point basis by (light, heat, gas composition, magnetic fields,
enemy ECM. You can not stack Active %. If you radiation, air pressure, etc.).
have multiple sensor suites you must pick a single
one to use.
Weapon Type # Slots Cost Portable Fusion Generator: This unit provides 50
Pistol 1 1,500
EU per Combat Round, and can run for 20 rounds at
SMG-sized weapon or Shotgun-sized weapon 3 3,000
Rifle-sized weapon 5 7,500 peak output.
Light Machinegun-sized weapon 10 12,000
Protection (Actuators): Backup actuators take up
More Crunch Rule: Oversized Internalized Weapons half of the total space available in each section, and
and Hardpoint Weapons: the entire system costs 10% of the cost of the armor,
• If the number of slots required by the weapon is after adjusting for Size Class.
larger than the character’s Size Class the
character incurs a 2 point Initiative penalty. Protection (Armor Option): When this option is
• Mounting a weapon with a weight larger than the installed the first penetrating hit that would normally
character’s STR divided by 10 decreases the require a roll to see if any armor options are
character’s Agility by 20 when wearing the destroyed instead automatically hits the Protection
armor. (Armor Option). The player puts an X in the box at
• Mounting a weapon anywhere but on an the top of the Armor Option list for the section,
arm/tentacle decreases the weapon’s accuracy by indicating that this option has been expended. This,
40 at all Range Brackets. unfortunately, renders the plating useless and it
provides no additional protection after that first
Laser Shield: The Laser Shield has Threshold Rating penetrating hit. Protection (Plating) must be
of 10 versus laser attacks. Beam weapon attacks that purchased for each section of armor the player wants
do less than 10 points of damage bounce off the shield to protect.
and are reflected back in the general direction of the
attacker. In all other respects it functions the same as
the Combat Shield. ARMOR OPTIONS:
MEDICAL PACKAGES
Auto Doc: The Auto Doc is treated as having a IQ of
Molecular Phase System: The unit allows the 50, and 10 levels of Physician skill. In addition, it
individual to pass through walls and other solid can administer BRIs, mBRIs, anti-viral drugs,
objects up to 3m thick as if they were a ghost. The antibiotics, anti-fungal drugs, and drugs to combat
device will not allow the user to pass through Flux shock. It is also designed to work with any Cyro
shields. The device has a cool-down time of 30 Injection Systems or Limb Loss Systems built into the
minutes and may only be employed for 1-minute Armor. An Auto Doc can administer cryo-prep
intervals. injections immediately before a Cryo Injection, which
This device will not pass through material increases the chance for resuscitation by 20%.
objects equipped with a Phase Lock System or flux
shields. If the device is destroyed while passing Cryo Injection System: The Cyro System
through a solid object, characters suffer an amount of automatically places the character in suspended
damage directly to their Body Points equal to the animation when they are near death or dead. The
Structural Integrity of the structure or object they Cyro will keep the character suspended for up to 6
were passing through. Damage is divided evenly months. Their condition will not degrade, their body
across 1d6 Body Sections. The same damage is will not rot, and they do not require sustenance of any
applied to the Structural Integrity of their armor. kind while Cryo’d, nor do they need to breathe. A
Damage is divided evenly across 1d6 Armor Sections. Cryo does not protect the character from further
Sections that are damaged are assumed to be damage from weapons or exposure to hostile
permanently fused with the object or structure and environmental conditions.
must be cut free or cut off.
Combat Performance Upgrade: Once activated the
effects of the system last for 2d4 Combat Rounds. The than the Tech Level of the ECM Systems being used.
system increases the character’s Initiative Modifier
by 4 points. In addition, character’s may use their
full CON value rather than half their CON value ARMOR OPTIONS:
when rolling to see if they remain conscious after PROJECTILE DEFENSE SYSTEMS (PDS)
taking a critical hit. The character’s AGL, MD, STR, Projectile Defense Systems can shoot down
are all increased by 20 points for the duration of the grenades, mortar shells, artillery shells, RPGs,
system’s effects. RUN is also increased by 1 point. missiles, rockets, parasite disks, and any projectile
Once the system’s effects have ended, all the baseball sized or larger. There are a wide variety of
beneficial effects are lost and the character becomes PDS types available and each type has its advantages
very fatigued. The character’s CON score is treated as disadvantages. Longer range systems can engage
as half its normal value, RUN is reduced by 1, and incoming threats from father away and give you more
their Initiative Modifier is reduced by 2 points for 1d4 opportunity for follow-up shots against a target if the
minutes. first few miss. Systems with higher rates-of-fire can
engage more targets simultaneously.
Limb Loss Control: Anytime a character loses a By default, a PDS will always engage
limb or appendage when this system is installed they incoming targets from closest to farthest, targeting the
may continue to function normally, other than for the nearest threat first. Once the closest threat is
inconvenience of having one less limb/appendage. dispatched the system will then focus its attention
The character feels no pain from the loss, and there is (and fire) on the next closest threat. The assumption
no need to track blood loss or make a CON check to being that the system will have less time to engage
avoid shock. closer targets before they hit, and therefore closer
targets should be prioritized over more distant ones
Pain Manager: Character’s do not need to make The ROF can be spread across multiple
CON checks when they suffer a Critical Hit. In targets but incur the Snap Shot penalty for any target
addition, the effects of all non-bone Critical Hits can engaged after the first in the same Combat Round.
be ignored. Bone Critical Hits still reduce the
character’s AGL. MORE CRUNCH RULE: PDS Range Limits
Sleep & Stim Management: Characters do not need The maximum range on any Projectile Defense
to make CON Checks when sleep deprived for Systems is equal to the range of the system or the
fatigued, but their CON will continue to decrease range of the Sensor Package, whichever is lower.
until they rest. In addition, the character can ignore
any penalties from fatigue or sleep deprivation. If the
character does not rest before their CON reaches
zero they will collapse in exhaustion.
ARMOR OPTIONS:
ELECTRONIC WARFARE SUITES
WORKS ON SENSORS AND COMMOs, reducing
Active (sensors) and Signal Strength (Commos) on a
point-for-point basis. These ECM/Jammers are
ACTIVE Systems when being used and automatically
detectable.
These systems including a myriad of jamming
technologies, including blinding lasers to foul the
optics of laser guided or optically guided weaponry.
ARMS
TORS
TORS
COST
LEGS
LEGS
Body
WGT
RUN
RAD
ABS
ABS
ABS
CLD
THR
ACT
ELE
FIR
TL
SI
SI
SI
Armor
O
Cruiser
Cruiser MkII 2 24 16 8 24 16 8 7 10 20 5 20 0 0 3 3,420
AKM
Bio-1 3 24 16 8 24 16 8 9 20 5 30 5 15 0 3 6,290
Combat 1
Cub 3 36 24 12 27 18 9 12 20 15 20 15 20 0 3 5,130
Deflection 3/6 36 24 12 12 8 4 12 15 5 20 10 20 0 3 4,570
AKMB
Beta Suit 4 48 32 16 24 16 8 13 20 5 20 5 20 20 4 30,970
Bio-2
Ceramic 4 24 16 8 33 22 11 10 30 5 65 50 0 0 3 13,010
Marauder
Protecon 4 36 24 12 33 22 11 11 85 10 50 25 30 0 4 15,450
Reflection
Bear
Combat 2
Flex Suit 5 60 40 20 21 14 7 14 60 15 5 20 50 0 4 13,830
Generation 5 48 32 16 24 16 8 15 25 5 50 15 50 0 4 33,440
Opticon 5/8 36 24 12 15 10 5 13 20 5 30 35 45 0 4 16,150
Vampire
BSH
Combat 3
Coral 6 24 16 8 39 26 13 10 30 5 80 25 10 0 4 39,200
D2
Electrolyte 6 48 32 16 39 26 13 14 20 30 95 5 50 0 4 38,600
Grenadier
Kodiak 6 60 40 20 60 40 20 13 30 25 30 25 25 0 5 42,460
Spy master 6 36 24 12 39 26 13 8 10 20 5 20 0 0 6 80,590
TORSO
TORSO
CHEM
ARMS
ARMS
COST
LEGS
LEGS
Heavy
WGT
WGT
RUN
RAD
ABS
ABS
ABS
CLD
LIFT
AGL
THR
ACT
ELE
EFF
FIR
TL
SI
SI
SI
Armor
CD2 7 60 40 20 48 32 16 8 33 35 20 35 40 25 20 0 20 5 91,100
Epsilon Suit
Gladiator
Hansen 7 84 56 28 81 54 27 10 40 35 60 40 10 40 35 0 0 5 137,050
Soaker 7 48 32 16 105 70 35 9 30 35 20 85 10 35 20 0 0 5 61,900
Timar
Belligerence 8 60 40 20 120 80 40 10 36 40 25 25 65 25 20 0 0 5 110,600
CeramoPlate
Mist
MX-4
Dragoon
Repulsor
Velocity 9 108 72 36 81 54 27 15 52 55 25 25 30 55 40 0 30 5 266,700
Combat 4
Grizzly 10 48 32 16 144 96 48 10 36 40 45 40 35 35 40 0 0 5 135,550
Mesh
Inferno 11 132 88 44 99 66 33 18 62 55 40 55 80 35 60 0 0 5 515,250
CD7 12 144 96 48 51 34 17 19 67 65 30 65 50 60 65 0 20 5 704,850
Guardian
Warrior 13
Tarsh 15
SI TORSO
SI ARMS
STR LIFT
SI LEGS
ACT WGT
EFF WGT
TORSO
ARMS
COST
LEGS
SC +
CHEM
RUN
ABS
ABS
ABS
AGL
STR
RAD
CLD
THR
ELE
TL
FIR
MBA
Hercules 14 180 120 60 126 84 42 24 83 65 65 65 65 65 2 215 0 0 5 0 1.65
mil
Battle Mesh 35 396 264 132 210 140 70 0 156 90 55 50 55 95 4 445 150 12 5 +1 11.3
mil
AeroShield 36 300 200 100 195 130 65 0 126 95 70 95 50 60 2 175 150 8 6 +2 18.8
mil
Nightshade 42 288 192 96 150 100 50 0 109 95 85 80 70 95 2 190 2 30 6 +2 70.0
mil
Argus 50
Titan 75
mil
Dreadnought 100 408 272 136 390 260 130 0 203 95 85 80 70 95 5 545 2 15 6 +2 26.5
mil
Ursa 100
mil
Omega Suit 150
Exo-Sheath 200 2400 1600 800 1800 1200 600 0 742 80 90 90 110 110 5 110 150 8 6 +2 97.5
mil
Bargain
Basement SI SI SI ABS ABS ABS ACT
Armor THR TORSO LEGS ARMS TORSO LEGS ARMS WG CHEM CLD ELE FIR RAD TL MN Cost
Battle Suit 1 12 8 4 24 16 8 5 0 5 5 5 0 3 60 2,110
Econo Master 3
AKMR 4
AKMZ 4 48 32 16 39 26 13 16 0 30 20 25 15 3 85 8,040
Fortune 4
AD1 "Prayer" Suit 4
Advantage 5
Cheat Suit 5 24 16 8 39 26 13 9 35 10 5 10 15 4 70 9,590
Savior 6 60 40 20 60 40 20 11 40 30 40 30 30 5 85 30,700
Hack Suit 6
KJR Battle Suit 7 84 56 28 72 48 24 14 60 20 35 60 45 5 80 66,580
Range (km)
PENETRATI
PASSIVE %
SESNSOR:
ACTIVE %
SENSOR:
SENSOR:
SENSOR:
SENSOR:
COMMO
COMMO
ON (m)
FLAHS
(RNG)
ECCM
AREA
MEN
ECM
Cost
WGT
SON
ABS
THR
TDA
(%)
TL
SI
HELMET
Leather Cap
Metal Helm
Visored Helm
Ceramo-Master 4 8 11 1 0 0 0 0% 0 0 0 0 0% 0% 0 0 0 3 4,760
Kevlar 3 4
Tri-Lar 5
Absorbix 6 8 10 1 0 0 0 50% 15 0 0 0 0% 0% 0 0 0 3 4,200
AKMH 7
Brain Bucket 8
TDA 8 8 10 3 0 0 0 0% 0 15 0 0 25% 25% 180 2 0 4 10,900
AKMS 9
DH-1 9 8 5 1 0 0 0 0% 0 0 0 0 0% 0% 0 0 0 3 12,500
Aron TH-90 "Conehead" 10 12 10 3 0 0 0 0% 0 0 0 0 0% 0% 0 0 0 5 3,900
Bell SS 10 8 5 5 0 80 0 0% 0 0 0 0 0% 0% 0 0 0 4 15,100
DH-6 "Punkin Head" 10
MOH 11 16 25 2 75 0 0 0% 0 20 0 0 25% 50% 380 50 5 5 23,100
Shalkon H1 11
Survivor 1 11 16 25 2 0 0 0 75% 25 0 0 0 0% 0% 0 0 0 5 121,800
DH-2 12
MOH 3 12 36 72 3 95 0 90 85% 100 20 0 0 35% 70% 180 70 5 5 58,300
Range Master 12
Function + 13 28 56 4 0 0 100 85% 50 0 0 0 0% 0% 0 0 0 5 68,300
S-2 13
Dancerz 14
TDA-2 14 12 12 3 0 0 0 0% 0 20 0 0 35% 35% 180 3 1 5 29,600
Function 15
MOH-2 15
S-1 15 28 45 2 10 20 0 70% 50 0 0 0 0% 0% 0 0 0 5 141,000
Illuminary 16
Deshard 18
Deshard S 18 12 25 4 0 80 90 0% 0 0 0 0 0% 0% 0 0 0 6 268,000
Shalkon MS 19 8 25 4 0 20 85 65% 25 0 0 0 0% 0% 0 0 0 6 225,000
Dome 20
Jousen 3 22 8 15 4 0 0 100 0% 0 0 0 0 0% 0% 0 0 0 6 109,000
Tri Mesh 24
Deshard X 25 12 20 5 0 50 100 0% 0 0 0 0 0% 0% 0 0 0 6 138,000
Skull 28
Shalkon MSEF 35 52 200 5 135 20 85 90% 50 0 -30 0 0% 0% 0 0 0 6 574,000
Bear MBA Helm
Bear MBA Helm PLUS 32 36 80 9 95 75 45 110% 45 0 -30 0 0% 0% 0 0 0 6 940,000
Goliath 50
Cranium Monster 55
Brain Shield 60
Shalkon Hornet 68 128 200 8 145 80 30 150% 65 20 -55 -25 0% 0% 0 0 0 6 14,770,000
Defender 75
Black Visor 80
Skull 2 90 180 300 11 140 50 95 145% 80 20 -35 -55 0% 0% 0 0 0 6 16,530,000
Juggernaut 100
Protector 125
Shalkon Guardian 150 300 400 17 140 90 95 145% 80 20 -35 -55 0% 0% 0 0 0 6 25,950,000
ARMOR OPTIONS
Agility Enhancements SIZE LOC WGT TL Cost
100 1 1 per Section 5 4 150,000
150 1 1 per Section 7 4 500,000
150 X2 1 1 per Section 10 5 1,000,000
150 X3 1 1 per Section 15 6 20,000,000
Commo Packages (Includes IFF) Signal STR (%) RANGE (km) SIZE WGT LOC TL COST
Commo Booster 20% 10% 1 1 ANY Varies 100
Commo 1 - Local
Commo 2 - City 50% 50 1 1 ANY 4 500
Commo 3 - State
Commo 4 - Planetary 75% 5000 4 5 ANY 6 25,000
Commo 5 - Orbital
Emergency Transmitter 85% 200 1 1 ANY 4 5,000
Electronic Warfare ECM/ ECCM RANGE (km) SIZE WGT LOC TL COST
Suites (EWS) JAMMING
ECM Package 1 15 10 0.5 4 15 Any 3 60,000
ECM Package 2
ECM Package 3 35 35 25 1 3 Any 5 175,000
ECM Package 4
ECM Package 5 40 40 500 1 1 Any 6 500,000
Field Generators SIZE WGT LOC TL RATE/RD FIELD STR Run Time Battery Size COST
Anti-Plas Generator 3 2 Torso 4 10 N/A 840 40 60,000
EM Converter 1 1 1 ANY 5 3 N/A 5 10 13,500
EM Converter 2 2 2 ANY 5 7 N/A 5 10 31,500
EM Converter 3 3 3 ANY 5 12 N/A 10 20 108,000
EM Converter 4 4 4 ANY 5 17 N/A 15 20 229,500
EM Converter 5 5 5 ANY 6 22 N/A 20 30 396,000
Flux Shield 1 2 (1) 2 ANY 5 N/A 100 420 20 150,000
Flux Shield 3 3 (1) 2 ANY 5 N/A 300 240 60 500,000
Flux Shield 5
Flux Shield 7 5 (3) 5 ANY 7 N/A 700 150 140 1,000,000
Flux Shield 10
Flux Shield 13 8 (3) 9 ANY 7 N/A 1300 90 260 2,000,000
Flux Shield 17
Flux Shield 20 12 (6) 14 ANY 7 N/A 2000 60 400 3,000,000
Kinetic Energy Shield
Magnetic Disrupter
Turbulence Field 1 per section 5 Torso 4 N/A N/A 60 100 13,500
Missile Racks Arm Rockets Reflex Missiles BURST FULL SIZE WGT LOC TL COST
Held Held ROF ROF
Striker 2 0 2 N/A 1 2 Arm or Leg 3 200
Triple Threat
Armband 4 0 2 4 1 2 Arm or Leg 3 200
Mycroline 12 0 N/A 12 1 4 Arm or Leg 3 1,000
Encasement
Partisan 0 10 2 4 2 12 Torso 4 8,000
Ripple 0 12 8 12 2 15 Torso 4 9,000
Digiton
Projectile Defense Systems (Was LAMS) ACC ROF RNG (m) SIZE WGT LOC TL COST
Anti-Ballistic Threat Missiles (ABM) 30 1 200 1 3 Torso 3 2,500
Ballistic Anti-Threat System (BATS) 60 4 1200 4 10 Torso 3 150,000
Disintegration Anti-Threat System (DATS) 70 1 50 2 12 Torso 5 1,500,000
Laser Anti-Threat System (LATS) 80 6 1500 1 5 Torso 3 500,000
Omega Anti-Threat System (OATS) 90 2 100 6 15 Torso 5 2,000,000
Sensor Packages* ACTIVE PASSIVE AREA RANGE PENETRATION SIZE WGT LOC* TL COST
% % (km) (m)
Basic - 90 - - 0 0 0 Head 3 200
K-Sat Sensor Drones
Local Area Proximity Alert 80 25 360 20 0 1 (min), 1 per 0 Head 4 1,000
System section
(max)
Mine Detector
Scout Systems Add-on +20 +40 - - +20 1 3 Head 4 20%
Sensor Package 1 75 35 180 0.5 0 1 (min), 1 per 1 Head 3 5,000
section
(max)
Sensor Package 2
Sensor Package 3
Kinetic attacks include: hand-to-hand attacks, archaic KINETIC WEAPONS [Damage Type ‘-’]
melee weapons (clubs, swords, knives, etc.), archaic Empty ammunition magazines for all magazine
ranged weapons (spears, arrows, etc.), archaic powder using Kinetic Weapons can be purchased for 5 credits.
weapon, gauss guns, non-plasma grenade/mine Kinetic weapons are affected by Threshold Rating and
fragments and shrapnel. by Absorption. Most Kinetic weapons can’t affect
anyone in Heavy Armor. Exceptions will either be noted
Kinetic attacks do NOT include: concussion, in the weapons section or the weapon description.
explosions, plasma, Pulse weapons, beam weapons, Kinetic Weapon skill or Gunnery (Kinetic) skill is
energy weapons, flame throwers, fluid guns, or Omega required to fire these weapons.
Weapons.
APW - Pistols
Kinetic Attacks/Weapons (Kinetic) T .38 Cal.: Each additional 3cm of barrel adds 1 to the
Archaic Powder Weapons existing Accuracy in each Range Bracket and costs 75
Gauss Guns credits.
Melee Weapons (No plasma or Omega effects)
Hand-to-Hand attacks Wolf Pup .357: Each additional 3cm of barrel adds 1
to the existing Accuracy in each Range Bracket and
CHARGED PARTICLE WEAPONS (CPWS) costs 75 credits. Effective Range: 220m.
These weapons are all effected by Magnetic
Disruptor armor option. Wolf Hellhound: Anyone with less than 60 Strength
must hold the Hellhound with 2 hands when firing it or
Charged Particle Weapons (CPWs) take a -20 penalty to hit. Each additional 3cm of barrel
Disintegrators adds 1 to the existing accuracy numbers and costs 75
Metal Guns credits.
Particle weapons
Pulse weapons
Scramblers APW - Rifles
Zk .50 Caliber Courier: Affects Heavy Armor. The
A Note about Size, Batteries and Range Brackets Courier comes with built in bipod and it uses .50 BMG
There is a method to our madness. We promise. ammunition for you types who are interested in overkill.
• Weapons in the Pistol configuration may be used It can affect Heavy Armor normally.
one-handed. All other ranged weapons require two
hands to use. APW- Shotguns
• Pistol sized energy and pulse weapons use the pistol If bird shot or buckshot is used, double the Threshold
sized e-mags unless otherwise noted. Rifle sized Rating of the target’s armor before reducing the
energy and pulse weapons use the rifle sized e-mags damage by the Threshold Rating. Doubling of
unless otherwise noted. Threshold Rating doesn’t apply to slugs.
• Weapons that use Vehicle Range Brackets usually
have a penalty against personnel. Reflex Missiles Example: Henry the Mutzachan fires shotgun loaded
are the exception. with buckshot at a Floyd the Fott. Henry rolls 8 points
• Heavy weapons usually affect Heavy Armor. Heavy of damage. Floyd is wearing AKM armor, with a
machineguns and anything with “cannon” in the Threshold Rating of 3, which we would normally
name is probably a heavy weapon. subtract from Henry’s damage. However, since Henry
used buckshot, we double Floyd’s Threshold Rating.
[ALL WEAPON DESCRIPTIONS ARE OMITTED This reduces Henry’s damage by six points, which
means Floyd’s Absorption reduced by 2 points. that can be towed or a more permanent installation in a
Shotgun hits reduce Structural Integrity by two points. fortification. These cannons are all variants of super
Shotguns may also be sawed off. Sawed off conducting gauss guns. They produce very high
shotguns add a +20 to hit in Range Brackets 1 and 2, velocities from the rounds.
but can’t be fired beyond range bracket 2. This also Cannons require the use of Gunnery (Kinetic)
reduces encumbrance by 3 (Minimum 1). skill in order to operate them. When firing standard
rounds, Cannons incur a -40 penalty when used against
Wolf Sledge 12g: It takes an ALL Actions to completely personnel smaller than SC9. The standard round is a
reload to internal tube magazine. depleted uranium penetrator rod encased in a petal leaf
sabot. Because of the high velocities, the penetrator
round gets a Threshold Rating Reduction (THR-R).
APW- Light Machineguns When a hit occurs subtract the Threshold Rating
Light machine guns (LMGs) can be fired from a Reduction from the target’s Threshold Rating and then
standing position and can be operated by a single apply damage as normal using the TAB rules.
person. For example, a MARS 120 is fired at a tank with
6HP threshold. The tanks effective Threshold Rating is
APW- Heavy Machineguns reduced to 2HP (e.g., 6HP becomes 4HP) for purposes
Heavy machine guns require a tripod or mount and of calculating damage from this attack. The MARS 120
must have a crew to operate them. gunner rolls 5, doing 5HP of damage with this attack.
All machine guns must be fired in burst or fully- The tank takes 1HP of damage. Note that without
automatic fire mode. Semi-automatic fire is not Threshold Rating Reduction, the round would have
possible. Light machineguns typically reduce Structural failed to do damage.
Integrity by 1 point per bullet strike. Heavy It is also possible to fire a Reflex missile from the
machineguns reduce Structural Integrity by 3 or 6 barrel. Reflex missiles don’t get the benefit of
points per bullet strike. Threshold Rating Reduction (THR-R) but they do get an
All heavy machine guns can affect Heavy Armor extra 10km range.
normally, as they are considered vehicular weapons,
and require Gunnery (Kinetic) skill to operate. Heavy BEAM WEAPONS [Damage Type A]
machine guns use the Vehicle Range Brackets. Heavy
Machineguns are vehicular weapons and suffer a -40 Laser Weapons
penalty engage personnel, or objects smaller than SC 8. Lasers do half damage to Heavy Armor. Shooting
Apply the -40 penalty and then apply standard Size through or into concentrated smoke reduces laser
Class modifier. damage by half. Beam Weapon skill or Gunnery (Beam)
Field setup and teardown time for a Heavy skill is required to fire these weapons. Lasers are
machinegun is 2d4 minutes. Subtract one minute from Damage Type A weapons. Once a laser beam exceeds
the setup time for every 5 levels of Gunnery (Beam) the Threshold of an armor suit, it does straight body
skill possessed by the most skilled gunner damage. Exceptions to these rules will be noted in the
assembling/disassembling the weapon. Assembly time weapons section or the weapon description.
can not be reduced below 2 minutes.
Bow (long): The ammunition used affects the damage. Ptfang: If the weapon has reduced the target’s Body
LRG Points with the initial hit, pressing the button (1 Action)
on the weapon opens the blades causes an additional
Bow (short): The ammunition used affects the damage. 1d4 points of damage, which ignores the target’s
Threshold Rating. It takes ALL Actions to reset the normally. STD
blades.
Quabal [Damage Type T]: Uses Throwing skill. Treat
as a hand grenade that can be thrown 1/3 of the
HAND WEAPONS, MODERN wielders Strength in meters. Can only be purchased on
[Damage Type: varies] an Eridani planet or the black market. They are
frequently illegal do to their explosive nature. SML
Bow (compound): The ammunition used affects the
damage. LRG AMMUNITION
When purchasing modified powder cartridges, apply the multiplier
Chainsaw: This weapon is unwieldy and reduces to the base price. E.g., hollow point is x2 and .22 cal. is 6 for a
(penalizes) your Initiative Modifier by 5. The weapon box. To get .22 cal. hollow point, the cost is 12.
carries enough fuel for 2 hours and can be used to cut
down tree-equivalents. STD
Energy Mace [Damage Type T]: The Flux shield used Type of Round Encumbrance
by this weapons means all damage ignores Threshold Belts of ammo can be linked together. The weight of 50
Rating. This weapon also damages Flux shields round cases/belts are given below.
normally. STD Type of Round WGT (kgs)
5.56mm 3
Phase Knife [Damage Type: S]: 7.62mm 5
Designed a weapon of last resort for those in .50 BMG/20mm 10
heavy and mechanized armor and large bank account 180mm 20kg
balances. When Activated the blade of the Phase Knife 220mm 30kg
will pass through solid matter. The user activates the PMG 10kg per 50 rounds. 50
blade and thrusts it at their opponent. If they’re lucky rounds fit in a 10-liter
and their opponent doesn’t have a phase nullification ammunition can. I.e.,
system or a Flux Shield, the knife will pass through the slightly larger than an M2
target up to the hilt. Once the sensors in the hilt make ammunition can. The
contact with a material object, the phase system cans are designed to
deactivates and the blade solidifies inside the target. direct feed rounds into a
Needless to say, this does bad things to the armor and PMG.
body tissue that’s suddenly forced to share the same PCS Round 20kg. Each round is about
space with the matter in the blade. These weapons are 15 liters. They are
only good for one use, as once they de-phase inside a frequently fed from
target they’re permanently stuck and has to be cut free. automatic systems.
Opponents who recognize the blade will often strike at
it with a solid object in an attempt to get it stuck into Arrow (normal): Does 1d4 damage.
something less vital than their internal organs. The
automatic de-phase system can be deactivated, and the Arrow (armor piercing): Does 1d4 damage, THR-R: 1
set so the user must manually push a button to de-phase
the weapon once it’s inside the target. Arrow (explosive tipped): Does 3d4 damage and 3 to
The weapon ignores armor once it is Phased. If Structural Integrity
rephrased inside a solid object, the listed damage is
applied to Absorption, Structural Integrity, and Body Bolt (normal): Does 1d4 damage.
Points. The weapon will not penetrate Flux Shields.
Manually activating the de-phase button requires 1 Bolt (armor piercing): Does 1d4 damage, THR-R: 1
Action. SML
Bolt (explosive tipped): Used in a crossbow.
Plasma Sword: The weapon is powered by a special Does 3d4 damage and 3 to Structural Integrity
energy cell that lasts one hour and refreshes the plasma
supply continually. Whenever the weapon does ½ of the Solid Slug: Doesn’t suffer from the typical Threshold
target’s body points in damage, it slices through Rating penalty like buck shot.
whatever it hit. Affects Heavy Armor and Flux shields
Incendiary Round: Permanently the targets it goes off is blinded. Beyond 5m +10 to ECR per 1m
Threshold Rating by 1 and adds +1 damage. Works in distance. Note that Cizerack will be susceptible to a
any Kinetic weapon except Gauss Guns and cannons. much greater distance due to their excellent vision.
ECR Check: RAD (Blinded, -10, Visual Mod Reduction
Hollow Point: Increase the targets Threshold Rating -200, Duration: 2d4 minutes)
by 1 and adds +1 damage.
Riot (Gas): TOXIN (BIO@-30;-25 to stat and skill
Mercuric Round: Causes mercuric poisoning. checks; 30 seconds). Environmentally contained armor
Phentari and Eridani take an BIO ECR at -10. Any negates any effects.
Kinetic weapon except Gauss Guns and Cannons.
Smoke: Observation checks made with the Visual or
GRENADES Smell modifiers to locate or identify anything in or
Most Grenades can be thrown a distance equal to half through the smoke are made at -30.
throwers Strength in meters, though some heavier
grenades have shorter throw distances. When choosing Omegaton: Throwing range is reduced to 1/4 Strength
how far to throw a grenade using the Grenade rules on in meters.
page XX of the Combat chapter, you can not select a
distance that is longer than the grenade allows. The MAG GRENADES
farther your character attempts to throw a grenade the Mag Grenades (AKA Magnetic Grenades) are
less accurate the toss will be. magic! They stick to your target. They function as
Throwing skill is used to improve hitting the standard launched grenades except they stick to the
target for thrown grenades. Direct fire skill is used for target on impact. Most are armed right after they are
launched grenades. Most thrown grenades are targeted thrown or leave the barrel and trigger on impact, though
for the center of a 2m circle for maximum effectiveness. some have timed detonations.
See combat rules for throwing ranges and other details. Law enforcement Mag Grenades can be set so
A standard fragmentation grenade has 8 fragments. that if they do not strike a metal target they will
Fragmentation grenades usually do 1 damage to permanently deactivate. Military models can be set to
Structural Integrity per fragment, if the damage done lay dormant if they do not strike a metal target;
by the fragment exceeds the Threshold Rating of the automatically attaching to the next metal object that
target unless the description states otherwise. The passes within 3m of the grenade. If the grenade does
concussion damage always ignores Threshold Rating not find a new target within 1 galactic day it will
and affects Flux shields normally. permanently deactivate as a safety precaution. Unspent
Mag Grenades laying on the battlefield are readily
Plasma: Does 4 damage to Structural Integrity per apparent to anyone who is paying attention, so setting
fragment, if the damage done by the fragment exceeds the military versions to find the next closest target when
the Threshold Rating of the target. they miss the original target is best used when the
enemy is grouped together.
Super Plasma: Range is reduced to 1/4 Strength in Mag grenades have a wide variety of payloads.
meters. Does 5 damage to Structural Integrity per Be sure to read the description of the grenade for
fragment, if the damage done by the fragment exceeds additional details.
the Threshold Rating of the target. Mag Grenades are treated as normal grenades,
except they permanently bond to the target they strike,
Plasma Seduction: Range is reduced to 1/4 Strength in making them very difficult to remove. Strength Check at
meters. Does 8 damage to Structural Integrity per -220 (-100 for Pythonians). Magnetic Grenades can be
fragment, if the damage done by the fragment exceeds shot off, but this requires a Called Shot at -60 under
the Threshold Rating of the target. combat conditions, where other situational modifiers
are likely to apply. A miss means the shooter has hit the
Phosphorous: THR-R: 2. Does 2 damage to Structural target the Mag Grenade was stuck to instead of the
Integrity per penetrating fragment, if the damage done grenade. Mag Grenades with timer will be specifically
by the fragment exceeds the Threshold Rating of the noted in their descriptions.
target. Changing the safety settings on a Magnetic
Grenade Launcher to force one or all grenades in the
Blinder: All creatures within 5m of the grenade when
launcher to deactivate or go dormant if no metal target example, if you were hit in three locations and you
is struck requires HALF of all Actions. wished to pull all three locations free with the same
STR check in a single Combat Round, the penalty for
Absorption Destroyer [Damage Type T, <16]: If the the Strength Check would be -75 (3 sections x -25 = -
target has a Threshold Rating of 15 or less, the grenade 75).
does 2 damage to SI and 4d6 damage to Absorption.
This grenade does no damage to targets with a Hellfire [Damage Type T]: BURN (FIRE @-40; 1d4
Threshold Rating greater than 15. damage to 1d6/2 locations; 2d6 sec.)[Damage Type T].
Acid [Damage Type T.A.]: CORRISIVE (Acid@- Med Mag: If the target has a Threshold Rating of 15 or
30;4d4) [Damage Type T.A.]. This grenade does 4d4 less, the grenade injects a MBRI into the target, healing
damage to SI to the armor section struck if the armor 3d6 Body Points including Critical Hits. This grenade
fails its ACID ECR. has no effect on targets with a Threshold Rating greater
than 15.
Bad Bug [Damage Type S, T<16]: DISEASE (BIO@-
20;lose 1d8 per day from STR, AGL, CON; 4d6 Neuro Tox [Damage Type S]: TOXIN (BIO@-20; -
days)[Damage Type S]. 100 MD, AGL; 1 day; 30 min)[Damage Type S]. If the
If the target has a Threshold Rating of 15 or target has a Threshold Rating of 15 or less, the grenade
less, the grenade does 2 damage to SI and requires the does 2 damage to SI and requires the armor’s wearer to
armor’s wearer to make a BIO ECR to avoid being make a BIO ECR to avoid paralysis. This grenade does
infected. This grenade does no damage to targets with a no damage to targets with a Threshold Rating greater
Threshold Rating greater than 15. Targets who fail than 15.
their ECR can infect others within 3m, requiring them
to make an ECR once per day to avoid catching the Parasite: If a beam, Pulse, Omega, or energy weapon
disease. This grenade does no damage to targets with a is hit, it loses 2d6 from its Q every Combat Round for
Threshold Rating greater than 15. the next 5 Combat Rounds. If an armored suit is hit,
roll on the Armor Option table for the section hit. If
BZ Mag [Damage Type S]: TOXIN (CHEM@-20; 8d6 there is an armor option in the slot you rolled it is
MD, AGL, INT; 30 min; 2 min)[Damage Type S]. If the disabled for 5 Combat Rounds. If there is a Motivator
target has a Threshold Rating of 15 or less, the grenade in the slot, that hit location is immobilized for 5 Combat
does 2 damage to SI and requires the armor’s wearer to Rounds. In an event the parasite round’s effects can be
make a CHEM ECR. This grenade does no damage to cut short if it is destroyed or removed. If you shoot the
targets with a Threshold Rating greater than 15. parasite it does 1d8 points of damage for every Combat
Round it has spent draining power. Damage is applied
Freezy Pop [Damage Type T]: FREEZE (COLD@- to the location where the parasite was attached.
Dam; 6d6 damage, 1d10 AGL) [Damage Type T]. Damage Type ‘-‘.
Glue [Damage Type T]: Roll 4 Hit Locations using a Super Sonic [Damage Type S]: STUN (Sonic @ 00*;
d8. Hit Locations may not be bumped. Treat a roll of 7 No Actions; 10min; 1min)[Damage Type S]. *ECR
as attaching the target to the nearest convenient surface penalty is -20 for Mazians, Chatilians, and Cizeracks.
rather than a miss. I.e., the target is glued to the
ceiling/wall/floor. Treat a roll of 8 as a not affecting the Zapper [Damage Type T]: SHORT (ELE@-20; 2d4
target. ABS.)[Damage Type T]. If the armor fails its ELE ECR
ESCAPE (STR@-25; -50 AGL & MOV = 0 if leg is the user must immediately roll on the Armor Options
struck)[Damage Type S], Table for the section hit to see which Armor Option is
It takes one Combat Round per section hit to cut disabled. If a weapon or device it is hit, it must make an
or pull yourself free. Cutting requires access to a knife MN roll, adding 20 to the die roll result.
and a successful AGL check. If the arm you’re doing
the cutting with was struck the AGL check is at -50. MINES
Pulling yourself free requires a STR check at -25. If Mines are an explosive trap which are placed to damage
you wish to pull multiple hit locations free vehicles or personnel. They are typically used to
simultaneously, an additional -25 is added to the ambush the enemy, though they can also be used funnel
penalty for each section you attempt to free. For attackers into a clearing where other weapons can be
brought to bear, to protect a temporary base or for those in RB1. 2 fragments automatically hit each leg
equipment (booby traps), to delay or evade a pursuing for targets in Range Bracket 1. Increase the size of the
force, or even to booby trap other mines to prevent Hit Location die by one size for each Range Bracket
tampering. Though mines were designed to cripple beyond the first out to Range Bracket 3. Example: 1d8
rather than to kill, but with the advent of armor what for RB2, 1d10 for RB3. All targets within the area take
might be a debilitating blast to an armored target would appropriate concussion and fragmentation damage to
likely be lethal to an unarmored target. all exposed sections. Stealth Rating: 30
Alliance rules of warfare require that mines,
other than those in permanent, readily marked Zweihaender 2: Targets within the area take
installations, deactivate automatically after one month. appropriate concussion and fragmentation damage to
This safety timer can be deactivated, but doing so all exposed sections. Does 2 damage to Structural
without strict compliance with the rules risks the user Integrity per penetrating fragment, if the damage
being tried for war crimes. Tech Level 4 and higher exceeds the Threshold Rating. Stealth Rating: 45
mines are self-burying. The user simply activates and
throws the mine down and they automatically dig into Tank Killer: Designed to take out vehicles (and
the soil. Tech Level 4 or higher mines can also form Pythonians). It takes 450kg to set off the mine.
self-healing mine fields. 20 damage to Structural Integrity per fragment,
When the mines are deployed they communicate if the damage exceeds the Threshold Rating. Stealth
with each other and move through the soil until they are Rating: 60
evenly distributed, using one of several dozen patterns.
When a mine detonates, the remaining mines estimate Blinder Mine: All creatures within 10m looking in the
where the explosion occurred and slowly migrate direction of the grenade when it goes off are blinded.
through the soil fill in the gap created in the minefield. Beyond 10m +10 to ECR per 1m distance. Note that
Mines are like grenades in that they have Cizerack will be susceptible to a much greater distance
concussion and fragments. Demolition skill helps with due to their good vision. ECR Check: RAD (Blinded, -
ensuring successful placement. Concealment skill is 10, Visual Mod Reduction -200, Duration: 2d4
used to hide them so that they are not discovered until minutes)[Damage Type S]. Stealth Rating: 35
they explode. It takes 1d4+1 minutes to set up
A typical mine will deliver 8 fragments to its Plasmore: Does 4 damage to Structural Integrity per
target. 2 Fragments are assumed to each leg (GM’s fragment, if the damage exceeds the Threshold Rating.
discretion). Roll 1d8 to determine the remaining 4 Hit Stealth Rating: 70
Locations, with a roll of 7 and 8 indicating a miss.
Each fragment does 1 damage to Structural Integrity Sonic Mine: STUN (Sonic@-25; 2d6 damage, No
per fragment, if the damage done by the fragment Actions; 10min; 1min)(Diminishing*)[Damage Type S].
exceeds the Threshold Rating of the target unless the *Targets between 6-10m away take no damage, but
description states otherwise. Concussion affects Flux must still make an ECR check. Targets beyond 10m are
shields normally. unaffected. Stealth Rating: 45
Self-burying mines are treated as having 10
levels of Concealment skill with a Link Statistic of 25%, Tangler Mine: ESCAPE (STR@-100; RUN=0, -100
for a total Percentage Chance of Success of 75%. AGL, 3 Combat Rounds)[Damage Type S]. Anyone
Characters can always choose to bury the mines within 10m is automatically ensnared. It takes 3
themselves by making their own Concealment skill Combat Rounds of cutting or straining against the
check. tangler-vines to free oneself from a Tangler Mine. The
tangle vines have a Threshold of 5 and are immune to
Jumping Jack (360°): Concussion and fragments are cutting attempts if the weapon can not do enough
distributed across the whole body. Roll 1d6 to damage to exceed the Threshold Rating of the tangler-
determine 8 Hit Locations for those in RB1 and vines.
increase the size of the Hit Location die by one size for After 3 Combat Rounds of cutting with a
each Range Bracket beyond the first out to Range suitable weapon the character can make an AGL check
Bracket 4. Example: 1d8 for RB2, 1d10 for RB3, 1d12 at -100, with success indicating they have cut
for RB4. Stealth Rating: 20 themselves free. Alternatively, after 3 Combat Rounds
of attempting to struggle free of the tangler-vines a
Zweihaender: Roll 1d6 to determine 4 Hit Locations character may make a Strength check at -100, with
success indicating they have pulled themselves free of Dialomatic: This weapon is designed to be concealed
the restraining tangler-vines. Stealth Rating: 25 and smuggled. When broken into component parts, it
has a Stealth Rating: 90.
EXPLOSIVES Pool Filler: Uses a backpack and hose assembly.
Explosives require a detonator of some type. Match the
DET column with the abbreviation from the Detonator F Cannon: Due to the large amount of goo, this
list. Damage is Structural Integrity if the explosive is weapon gets a stronger effect. In addition to the effects
placed for demolitions work. Damage is typically of the goo, it generates a knockback.
concussion if the explosive is a trap for personnel.100%
damage at 1m, 50% at 2m, 25% at 4m and 10% at 6m.
A double zodd (00) when setting explosive(s) Fluid Cannon [Damage Type: varies]
means that they go off immediately while being set. To These can only be used when attached to a
determine the skill check, add the penalty for the vehicle or a permanent mount on a building/structure.
explosive and the detonator. As usual, adding a All Fluid Cannons use vehicle Range Brackets (RB-V).
negative number means subtract. I.e., adding -30 is the All Fluid cannons create knockback when used against
same as subtracting 30. See Demolitions skill for rules targets smaller than Size Class 9. When personnel (SC9
regarding setting the explosives. or smaller) are hit by a Fluid Cannon they must make
the following AGL ECR check: TOPPLE (AGL @-40,
Dynamite: Can be a dud, roll under a 97 for the 1d4)
dynamite to go off.
FLUID GUN AMMUNITION
Nitro-7: If exposed to a shock (e.g., shot or any form of These are used for the personal sized weapons.
a concussion from an explosion), there’s a 10% chance
When a target is hit in the face, sighting modifiers get
of detonation. If exposed to an explosion that does 8
a -40 penalty until the goo is removed.
damage, the nitro-7 will go off automatically. Safety tip,
don’t stand too close when shooting it with that Omega
cannon you’re thinking about. MORE CRUNCH RULE: Here’s mud
in y’er eye!
Villanite: ECR FIRE:20. If exposed to temperatures The target is blind if hit in the eyes. If the faceplate on
above 100F, make a FIRE ECR. Don’t get hit by a a helmet is hit then the target suffers a -100 penalty
flamethrower or Pulse cannon while carrying this. to Observation checks made with the Visual Modifier,
while the facemask is closed. Chances are it is glued
FLUID GUNS/CANNONS shut too. Strength check at the listed penalty to pull
These weapons started from firefighting equipment open the faceplate.
throwing water to a number of interesting applications.
The payloads are variable now depending upon the
goal. There is “glue” which is used to immobilize a Acid: Corrosives are useful in defeating armor.
target and “lava” which is used to immobilize and cook Damage is applied directly to the target’s Structural
a target. Regardless of payload the general approach is Integrity. CORRISIVE (Acid@-100;6d8;
to “hose down” the target which results in the target Instantaneous) [Damage Type T.A.].
getting coated in the goo and they tend to be removed
from combat. Blue Goo Glue: Contains Kayson, which freezes the
Empty fluid reservoirs can be purchased for 20 target after the glue makes contact.
credits. Chemical Weapon skill or Gunnery (Chemical) This attack hits 3 hit locations. Each location hit is
skill is required to fire these weapons. immobilized. Roll a d8 to determine Hit Locations.
Treat a roll of 7 as the nearest convenient surface
rather than a miss. i.e., the target is glued to the
Fluid Guns ceiling/wall/floor. A roll of an 8 is a miss. Hit
Lil Goop: Under-barrel single shot weapon system. Locations may not be bumped. Each location struck
Requires ALL Actions to load a special round. Uses a suffers the following effects:
Pistol micro magazine. [ROF: 3; ROF-D: d8]
ESCAPE (STR@-20; -100 AGL & MOV = 0 if leg
is struck)[Damage Type S], is struck)[ROF: 3; ROF-D: d8; Damage Type S]
FREEZE (COLD@-20; 3d6, Escaping from Neuro Tox Goo is handled in
instantaneous)[Damage Type T]. exactly the same was as detailed above for the Blue
It takes one Combat Round per section hit to cut Glue.
or pull yourself free. Cutting requires access to a knife
and a successful AGL check. If the arm you’re doing FLUID CANNON AMMUNITION
the cutting with was struck the AGL check is at -100. Ammunition used for the vehicle sized weapons.
Pulling yourself free requires a STR check at -20. If
you wish to pull multiple hit locations free Defilade Goo: Goo that expands and then solidifies
simultaneously, an additional -20 is added to the to a rock-like hardness. Each shot creates a 3m tall x
penalty for each section you attempt to free. For 3m wide wall, that’s about 10cm thick. Additional
example, if you were hit in three locations and you shots can increase the height, width, or thickness of
wished to pull all three locations free with the same the wall. Great for instant fortifications, blocking
STR check in a single Combat Round, the penalty for doors and windows, or impromptu sculpting.
the Strength Check would be -60 (3 sections x -20 = - Each 1m x 1m x 10cm section has 100 SI and
60). provides THR of 10.
Glue Goo: Plain old expanding goo glue. A favorite of Explosive Goo: This goo is laced with a chemical
Zen everywhere. explosive. Once it’s applied any hard contact with
This attack hits 3 hit locations. Roll a d8 to determine the glue causes it to explode. A lot of fun to spray on
Hit Locations. Treat a roll of 7 as the nearest floors and streets.
convenient surface rather than a miss. i.e., the target Treat as Nitro 7. Does 40d10 damage if it gets
is glued to the ceiling/wall/floor. A roll of an 8 is a struck, shot or concussed.
miss. Hit Locations may not be bumped. Each location
struck suffers the following effects: Fire Suppression Goo: Goo laced with fire
ESCAPE (STR@-50; -100 AGL & MOV = 0 if leg suppressants and is used to extinguish fires.
is struck)[ROF: 3; ROF-D: d8; Damage Type S] Reduce damage from fire by 1d4 HP. If this
Escaping from Glue Goo is handled in exactly reduces the damage to zero or less, then the fire goes
the same was as detailed above for the Blue Glue, only out. GM Note: Although the suppression goo will put
the Strength Check penalty is -50 per section, rather out a fire, where may be situations where the fire will
than -20. restart once the goo is cleaned off.
Hellava Goo: Releases a napalm like goo, that Glue Goo: Plain old expanding goo glue is not
adheres to the target and ignites on contact. available in Super Size!!!
BURN (FIRE @-20; 3d4; 1d6 Combat Rounds This attack hits 4 hit locations. Roll a d8 to determine
or until extinguished)[Damage Type T]. Hit Locations. Treat a roll of 7 as the nearest
convenient surface rather than a miss. i.e., the target
Neuro Tox: The goo is laced with a contact is glued to the ceiling/wall/floor. A roll of an 8 is a
neurotoxin. The effect is to paralyze the target and miss. Hit Locations may not be bumped. Each location
glue it in place. It has been used on occasion by the struck suffers the following effects:
more liberal members of the Zen community. ESCAPE (STR@-50; -100 AGL & MOV = 0 if leg
This attack hits 3 hit locations. Roll a d8 to determine is struck)[ROF: 4; ROF-D: d8; Damage Type S]
Hit Locations. Treat a roll of 7 as the nearest
convenient surface rather than a miss. i.e., the target Holy Hellava Goo: Releases a napalm like goo
is glued to the ceiling/wall/floor. A roll of an 8 is a This attack hits 3 hit locations. Roll a d8 to
miss. Hit Locations may not be bumped. Each location determine Hit Locations. Rolls of 7 or 8 set nearby
struck suffers the following effects: objects ablaze. Hit Locations may not be bumped.
[ROF: 3; ROF-D: d8] Each location struck suffers the following effects:
PARALIZE (CHEM@-40; No Actions; 4min; FIRE(Burn, FIRE@-40, immediate, 3d6
1/Combat Round)[NO EFFECT if armor is damage; 1d6 rounds or until extinguished) ROF: 3;
environmentally contained]. ROF-D: d8, Damage Type T].
ESCAPE (STR@-20; -100 AGL & MOV = 0 if leg
Immobilizer Goo: Releases a taffy-like foam that Observation checks made with the Visual Modifier.
expands rapidly to fill roughly 5 cubic meters of The first shot of this glue can cover a Size Class 9
volume. The foam is tough but flexible, allowing it to object, with each additional shot increases the
hold targets in place without totally immobilizing coverage by +1 Size Class.
them. The foam is also porous, allowing targets who
are completely covered to breathe normally. It also Slick Shoes Goo: Releases thin, sprayable goo of
allows unscrupulous individuals to deliver gas incredibly low viscosity. The goo runs like melted
attacks against targets immobilized in the foam. wax, quickly covering the ground before solidifying
Everything within 5m of the target is covered and turning completely transparent. Once solidified
in immobilizing foam. ESCAPE (STR@-50; -75 AGL & the glue is nearly frictionless and very slippery. A
MOV =0.5)[Damage Type S] “shot” of the glue covers 30 square meters of
Escaping from Immobilizer Goo is handled in surface. Grapples are typically used to pull vehicles
exactly the same was as detailed above for the Blue and personnel out of the slip-zone.
Glue, only the Agility Check penalty is -75, and the Ground vehicles that encounter the glue while
Strength Check penalty is -50 per section. moving instantly spin out of control, requiring a
Scrim Goo: Releases lightweight goo that envelops Challenging (-75) Driving/Piloting check to avoid the
the target, expanding in random patterns to disguise spin. Humpties & characters suffer the following
the silhouette of the object covered. It is designed to effects: AGL (Topple, Challenging, recheck required
camouflage targets and reduce sensor signature. The each time a character moves or attempts to
goo is filled with smart-dyes that create random, stand)[FLY is unaffected; Damage Type S].
terrain matching, camouflage patterns. If the object
is moved the lightweight goo breaks up and falls
away from the concealed object.
Anything covered in this goo receives the
following bonuses. Stealth Rating: -50, Penalty to
Range Bracket (RB) 1 2 3 4 5 6 7 8
Distance (m) 00-05 06-15 16-25 26-50 51-150 151-300 301-750 851+
APW – PISTOLS
Model 1 2 3 4 5 6 7 8 MN Burst Full ROF-D Q WGT DMG Type AVE DAM Config DMG SI DMG CALIBER TL Cost
T .22
T .38 40 35 30 -15 -50 -85 - - 99 N/A N/A 8 6 1 - 3 Pistol 1d6 1 .38 2 100
Wolf Pup .357 35 25 20 -10 -30 -65 - - 99 N/A N/A 8 6 1 - 5 Pistol 2d4 1 .357 2 130
Derringer .44 35 20 5 -30 -65 - - - 98 N/A N/A 8 2 0.5 - 5 Pistol 2d4 1 .44 2 120
T .44 Magnum 35 25 15 -15 -45 -70 - - 100 N/A N/A 8 6 1 - 5 Pistol 2d4 1 .44 2 245
Wolf Hellhound 30 20 0 -15 -25 -55 - - 100 N/A N/A 8 14 2 - 7 Pistol 2d4+2 1 .48 3 425
MARS 9mm 45 35 25 0 -10 -50 - - 98 N/A 2 8 16 1 - 4 Pistol 1d6+1 1 9mm 2 400
Zk Cudda
APW – SHOTGUNS
Model 1 2 3 4 5 6 7 8 MN Burst Full ROF-D Q WGT DMG Type AVE DAM Config DMG SI DMG GAUGE TL Cost
Torvald
Hammerless 10g
Wolf L-880 12g 65 35 -30 -70 - - - - 97 N/A N/A 8 6 5 - 7 Shotgun 3d4 1 12g 3 200
(slug) 50 25 0 -20 - - - - 97 N/A N/A 8 6 5 - 5 Shotgun 2d4 1 12g 3 200
MARS 12g 60 30 -45 -80 - - - - 95 N/A 2 8 6 5 - 7 Shotgun 3d4 1 12g 3 550
(slug) 50 15 -5 -45 -65 - - - 95 N/A 2 8 6 5 - 5 Shotgun 2d4 1 12g 3 550
Wolf Sledge 12g 55 40 5 -15 -55 - - - 100 N/A 3 8 12 5 - 7 Shotgun 3d4 1 12g 3 4,000
(slug) 55 30 15 -5 -25 - - - 100 N/A 3 8 12 5 - 5 Shotgun 2d4 1 12g 3 4,000
APW – SUBMACHINEGUNS
Model 1 2 3 4 5 6 7 8 MN Burst Full ROF-D Q WGT DMG Type AVE DAM Config DMG SI DMG CALIBER TL Cost
BC-Zipper 45 35 25 -25 -65 - - - 99 2 4 8 30 3 - 4 Carbine 1d6+1 3 9mm 2 350
Torvald .45
Heartbreaker 40 30 20 5 -15 -30 -55 - 96 2 4 8 30 3 - 4 Carbine 1d6+1 3 9mm 3 600
DISINTEGRATORS
Model 1 2 3 4 5 6 7 8 MN Burst Full ROF-D E Q WGT DMG Type AVE DMG Config DMG SI DMG TL Cost
Neutralizer 55 -15 -75 - - - - - 95 N/A N/A N/A 1 15 2 T.A. 4 Pistol 2d8 Dam 5 25,000
K-4 Proton Cannon 55 5 -25 -65 - - - - 99 N/A N/A N/A 2 25 4 T.A. 7 Rifle 6d4 Dam 5 50,000
Majestic 60 10 -30 -60 - - - - 98 N/A N/A N/A 2 25 3 T.A. 10 Rifle 6d6 Dam 5 70,000
Majestic-2 60 15 -20 -55 - - - - 99 N/A N/A N/A 2 25 4 T.A. 10 Rifle 6d6 Dam 5 80,000
BC-Duster 55 45 -5 -40 - - - - 93 N/A N/A N/A 5 10 4 T.A. 25 Rifle 20d4 Dam 5 125,000
Gashil 70 5 -30 -85 - - - - 98 N/A N/A N/A 5 10 4 T.A. 25 Rifle 20d4 Dam 5 180,000
Matter Obliteration Cannon 55 25 5 -35 -85 - - - 100 N/A N/A N/A 10 20 5 T.A. 50 Rifle 40d4 Dam 6 700,000
Rommel 55 15 -35 -85 - - - - 100 N/A N/A N/A 20 10 11 T.A. 100 LMG 80d4 Dam 6 2,500,000
FLUID CANNONS
Model 1 2 3 4 5 6 7 8 MN Burst Full ROF-D Charges Q WGT DMG Type AVE DMG Config DMG SI DMG TL Cost
Fly Swatter 80 60 10 - - - - - 98 3 N/A 10 5 20 60 Varies 0 HMG Varies Varies 4 20,000
Goo Gun 85 70 20 -30 - - - - 98 8 N/A 10 1 100 40 Varies 0 HMG Varies Varies 4 24,000
Goo Gun 2 90 70 30 -10 - - - - 99 4 N/A 10 5 20 60 Varies 0 HMG Varies Varies 4 30,000
Pool Filler Extreme 90 70 50 -20 - - - - 99 6 N/A 10 5 20 80 Varies 0 HMG Varies Varies 4 40,000
FLUID GUNS
Model 1 2 3 4 5 6 7 8 MN Burst Full ROF-D Charges Q WGT DMG Type AVE DMG Config DMG SI DMG TL Cost
Lil Goop
Dialomatic 70 45 20 -20 -70 - - - 96 4 N/A 8 1 100 7 Varies 0 Pistol Varies Varies 4 2,500
Splash Master 85 65 25 5 -55 - - - 94 4 N/A 8 1 10 7 Varies 0 Rifle Varies Varies 4 4,000
Pool Filler 65 55 25 5 -30 - - - 100 4 N/A 8 1 100 8 Varies 0 Rifle Varies Varies 4 7,000
Splatter Cannon 80 70 30 0 -55 - - - 100 5 N/A 8 1 100 6 Varies 0 LMG Varies Varies 4 10,000
F Cannon
FIG CANNONS
Model 1 2 3 4 5 6 7 8 MN Burst Full ROF-D E Q WGT DMG Type AVE DMG Config DMG SI DMG TL Cost
Victimizer 65 25 0 -25 - - - - 97 N/A N/A N/A 50 4 45 S.P. 250 HMG 1d4HP 0 6 1,000,000
Achilles 75 35 20 5 -15 - - - 100 N/A N/A N/A 100 2 70 S.P. 500 HMG 2d4HP 0 6 3,000,000
Victimizer-G 60 20 -5 -30 - - - - 98 3 6 8 50 4 180 S.P. 250 HMG 1d4HP 0 6 4,200,000
Interfon 70 20 15 -5 -30 - - - 99 N/A 2 8 200 1 225 S.P. 1250 HMG 5d4HP 0 6 6,000,000
GAUSS CANNONS
Model V1 V2 V3 V4 V5 V6 V7 V8 MN Burst Full ROF-D Q WGT DMG Type AVE DAM Config DMG SI DMG THR-R TL Cost
MARS 180 50 50 45 40 30 15 -5 -35 100 N/A N/A 10 50 2800 - 500 Cannon 2d4HP 50 4HP 4 8,000,000
MARS 190 55 55 50 45 35 20 0 -30 100 N/A N/A 10 50 2400 - 750 Cannon 3d4HP 50 4HP 4 12,000,000
BC-Bell Ringer 55 55 55 50 45 35 15 -15 100 N/A N/A 10 50 2600 - 1400 Cannon 4d6HP 50 4HP 4 14,000,000
Foe Hammer 60 55 50 45 40 30 20 0 100 N/A N/A 10 50 3800 - 2100 Cannon 6d6HP 1HP 10HP 4 28,000,000
Big Bertha 65 65 60 60 55 50 45 35 100 N/A N/A 10 50 4400 - 2700 Cannon 6d8HP 1HP 10HP 4 50,000,000
GRAV SHEERS
Model 1 2 3 4 5 6 7 8 MN Burst Full ROF-D E Q WGT DMG Type AVE DMG Config DMG SI DMG TL Cost
Conflict 55 45 30 -5 - - - - 95 N/A N/A NA 2 25 5 T.F. 1 Rifle 1 ABS, 1 BP 1 5 30,000
Conflagration
BC-Sparkler 60 60 45 20 10 0 -15 - 92 N/A N/A NA 3 16 8 T.F. 8 Rifle 8 ABS, 8 BP 8 6 200,000
GRENADE LAUNCHERS
Model 1 2 3 4 5 6 7 8 MN Burst Full ROF-D Q WGT DMG Type AVE DAM Config DMG SI Dmg TL Cost
M-79 40 40 20 -5 -25 -40 - - 96 N/A N/A 8 1 3 Varies Varies UB Varies Varies 3 250
Bloop Gun 40 40 15 -15 -35 - - - 99 N/A N/A 8 1 1 Varies Varies UB Varies Varies 3 400
Stick on 45 40 20 -10 -35 - - - 100 N/A N/A 8 6 3 Varies Varies UB Varies Varies 4 3,500
Long Ranger 50 50 25 -5 -35 -80 - - 100 N/A N/A 8 1 2 Varies Varies UB Varies Varies 4 5,000
Turbo Plus 45 45 30 -10 -40 -85 - - 98 N/A 2 8 12 7 Varies Varies Carbine Varies Varies 4 30,000
Deliverance 45 35 20 5 -25 -40 -60 - 97 N/A N/A 8 10 4 Varies Varies Carbine Varies Varies 4 49,000
Joker's Choice 50 40 25 20 0 -20 -35 -55 99 N/A N/A 8 10 5 Varies Varies Carbine Varies Varies 5 70,000
HAND WEAPONS, ARCHAIC
Model 1 2 3 4 5 6 7 8 MN Burst Full Q WGT DMG Type AVE DAM Size DMG SI DMG TL Cost
Axe (hand) 20 - - - - - - 100 N/A N/A 0.5 - 3 Small 1d6 1 1 10
Axe (throwing) 25 15 -35 - - - - - 100 N/A N/A 1 - 3 Small 1d6 1 1 24
Bow (long) 35 25 15 -15 -15 -45 - - 100 N/A N/A 4 Varies Varies Large 2d4 var var 70
Bow (short) 35 25 0 -30 -65 - - - 100 N/A N/A 2 Varies Varies Large 3d4 var var 25
Club 40 - - - - - - - 100 N/A N/A 3 - 4 Small 1d6+1 1 1 1
Crossbow (light) 40 30 20 -10 -30 -55 - - 100 N/A N/A 3 - 3 Large 1d6 var var 55
Crossbow (heavy) 40 30 20 -5 -20 -40 -65 - 100 N/A N/A 5 - 4 Large 1d6+1 var var 110
Dagger 15 - - - - - - - 100 N/A N/A 0.5 - 2 Small 1d4 1 1 4
Dagger (throwing) 30 10 -45 - - - - - 100 N/A N/A 0.5 - 3 Small 1d6 1 1 15
Doka 30 - - - - - - - 100 N/A N/A 4 - 5 Large 2d4 2 2 12
Dossien 25 -5 - - - - - - 100 N/A N/A 1 - 3 Small 1d6 1 1 10
Flail 30 - - - - - - - 100 N/A N/A 3 - 6 Large 2d4+1 2 2 20
Ioken 35 20 -10 -40 -60 - - - 100 N/A N/A 3 9 - 7 SC 8 Large 2d6 2 2 85
Muardig special - - - - - - - 100 N/A N/A 2 - 7 Std 2d6 2 2 700
Ptfang 50 - - - - - - - 100 N/A N/A 5 - 4 Std 1d8 3 3 70
Skil 45 25 -10 -35 - - - - 100 N/A N/A 0.5 - 2 Small 1d3 1 1 200
Spear 45 - - - - - - - 100 N/A N/A 3 - 5 Std 1d8+1 1 1 3
Sword (broad) 30 - - - - - - - 100 N/A N/A 3 - 5 Std 2d4 2 3 30
Sword (long) 40 - - - - - - - 100 N/A N/A 3 - 4 Std 1d8 2 2 56
Sword (short) 25 - - - - - - - 100 N/A N/A 2 - 3 Std 1d6 2 2 40
Sword (two-handed) 50 - - - - - - - 100 N/A N/A 7 - 7 Large 2d6 4 4 80
Toma 60 - - - - - - - 100 N/A N/A - 3 - 7 SC 8 Large 3d4 3 3 500
LASERS – PISTOLS
Model 1 2 3 4 5 6 7 8 MN Burst Full ROF-D E Q WGT DMG Type AVE DAM Config DMG SI DMG TL Cost
Mirchaum SSLU
OLC-Pistol 40 35 35 25 -10 - - - 93 N/A N/A 8 1 15 1 A 3 Pistol 1d6 1 3 400
BS-2 45 35 25 10 -15 - - - 98 N/A 2 8 1 15 1 A 4 Pistol 1d6+1 1 3 800
Savage B 40 40 35 25 20 -10 -55 - 99 N/A 3 8 1 15 2 A 5 Pistol 2d4 1 4 12,225
Diffraction
LASERS – RIFLES
Model 1 2 3 4 5 6 7 8 MN Burst Full ROF-D E Q WGT DMG Type AVE DAM Config DMG SI DMG TL Cost
Wolf L16-R
M18-R 40 40 35 30 25 -10 -35 -50 95 N/A 2 8 1 50 4 A 5 Rifle 2d4 1 3 5,570
RKM 40 40 35 30 25 5 -20 -35 99 N/A N/A 8 2 25 5 A 7 Carbine 3d4 1 5 18,500
Tagert-6 35 35 25 20 15 -5 -25 -40 96 N/A 2 8 2 25 5 A 7 Carbine 2d6 1 4 25,000
Arrow LOSN
Shalkon 45 40 35 30 -15 -35 - - 99 N/A 2 8 2 25 5 A 7 Rifle 2d6 1 5 30,000
Alpha-2 50 50 45 40 35 15 -15 -25 98 N/A N/A 8 1 50 5 A 4 Carbine 1d8 1 4 24,000
Alpha-2 Setting 2 - - - - - - - - - - - - 2 25 A 7 - 2d6 1 - 0
Beta 3 50 50 45 45 40 15 -5 -15 99 N/A 2 8 1 50 7 A 4 Carbine 1d8 1 5 55,000
Beta 3 setting 2 - - - - - - - - - - - - 2 25 A 7 - 2d6 1 - 0
Falcon XR-7 55 55 50 45 40 5 -10 -25 97 2 5 8 2 25 9 A 7 Rifle 2d6 1 4 200,000
Calsham-4 55 55 55 50 45 40 15 0 100 2 4 8 2 25 6 A 10 Rifle 4d4 1 5 450,000
METAL GUNS
Model 1 2 3 4 5 6 7 8 MN Burst Full ROF-D E Q WGT DMG Type AVE DMG Config DMG SI DMG TL Cost
BC-Render 55 55 45 5 -65 - - - 99 N/A N/A N/A 1 50 5 T.A.P. 1 Rifle N/A 5 4 20,000
BC-Shredder 50 45 35 -20 -75 - - - 99 N/A N/A N/A 1 50 4 T.A.P. 2 Rifle N/A 10 4 40,000
TR-9B
Parabellum 55 53 42 -10 -40 -65 - - 100 N/A N/A N/A 1 50 5 T.A.P. 8 Rifle N/A 40 4 220,000
SCRAMBLERS
Model 1 2 3 4 5 6 7 8 MN Burst Full ROF-D E Q WGT DMG Type AVE DMG Config DMG SI DMG Cost
Hole card
Back up plan 45 25 -5 -35 -55 - - - 100 N/A N/A N/A 3 5 2 S.P. 13 UB 6d8 0 5 50,000
CP-Assurance 55 30 10 -10 -35 - - - 98 N/A N/A N/A 4 6 2 S.P. 22 UB 8d10 0 5 60,000
Confuser Carbine 65 55 35 15 -5 -35 - - 97 N/A N/A N/A 3 16 6 S.P. 16 Rifle 6d10 0 5 100,000
Messy Muddler 75 65 25 -15 - - - - 100 N/A N/A N/A 5 10 8 S.P. 18 Rifle 8d8 0 5 150,000
Chaos Cannon
PULSE WEAPONS
Model 1 2 3 4 5 6 7 8 MN Burst Full ROF-D E Q WGT DMG Type AVE DAM Config DMG SI DMG TL Cost
1 Shot Wonder 45 25 -5 -55 - - - - 96 N/A N/A 10 3 1 11 - 14 Launcher 4d6 8 4 2,000
Little Dickens 60 50 25 -25 - - - - 98 N/A N/A 10 10 1 18 - 55 Launcher 10d10 20 5 15,000
PC-3 50 -20 -65 - - - - - 98 N/A N/A 10 2 25 8 - 10 Rifle 3d6 8 4 14,000
PC-6 30 -5 -35 -85 - - - - 98 N/A N/A 10 2 25 10 - 10 Rifle 3d6 8 4 16,000
M20 Blaster 40 20 -15 -35 -65 - - - 97 N/A N/A 10 3 16 9 - 14 Rifle 4d6 8 4 20,000
Mentar 40 10 -10 -45 -75 - - - 95 N/A 2 10 4 12 18 - 17 Rifle 5d6 8 4 25,000
RP4 Masher 45 35 -25 -55 -90 - - - 97 N/A N/A 10 3 16 10 - 17 Rifle 5d6 8 5 50,000
Setting 2 - - - - - - - - - - - - 7 7 - - 33 - 6d10 8 - -
Vector 1 50 30 5 -15 -35 -55 -75 - 95 N/A N/A 10 2 25 6 - 10 Rifle 3d6 8 4 80,000
Vector 4 55 35 15 -10 -30 -20 -65 -85 99 N/A 2 10 3 16 8 - 14 Rifle 4d6 8 5 200,000
Mentar A3L
BC-Terminator 55 35 10 -10 -30 -55 - - 100 1 4 10 3 16 9 - 14 Rifle 4d6 8 6 600,000
Setting 2 - - - - - - - - - - - - 4 12 - - 17 - 5d6 8 - -
Setting 3 - - - - - - - - - - - - 5 10 - - 22 - 5d8 8 - -
M-80 Defender Cannon 45 30 15 5 -20 -60 -80 - 99 1 4 10 5 10 9 - 22 Rifle 5d8 8 6 800,000
REFLEX MISSILES
Model AUTO RB V1 V2 V3 V4 V5 V6 V7 V8 MN Burst Full ROF-D Q WGT DMG Type AVE DAM Config DMG SI Dmg TL Cost
ACC MAX
Narc 50 8 60 20 -30 -50 - - - - 100 N/A N/A N/A 1 3 - 21 Rfx 6d6 25 4 10,000
Mini MIRV-10 60 7 60 20 -30 -50 - - - - 100 N/A N/A N/A 1 3 - Varies Rfx Varies 25 6 15,000
Tracker 105 7 60 20 -30 -50 - - - - 100 N/A N/A N/A 1 3 - 28 Rfx 8d6 25 5 18,000
Digiton 60 7 60 20 -30 -50 - - - - 100 N/A N/A N/A 1 3 - 45 Rfx 1d8 25 5 20,000
Whistler 75 7 70 30 -20 -40 - - - - 100 N/A N/A N/A 1 3 - 25 Rfx 1d4 25 6 25,000
Jackrabbit 65 8 70 30 -20 -40 - - - - 100 N/A N/A N/A 1 3 - 70 Rfx 2d6 25 6 30,000
Horizon 85 8 70 30 -20 -40 - - - - 100 N/A N/A N/A 1 3 - 135 Rfx 3d8 25 6 35,000
Mirv-System 65 8 70 30 -20 -40 - - - - 100 N/A N/A N/A 1 3 - 70 Rfx 2d6 25 6 60,000
Sabot
Saylon 95 8 80 40 -10 -30 - - - - 100 N/A N/A N/A 1 3 - 1400 Rfx 4d6HP 50 7 75,000
REFLEX XL MISSILES
Model AUTO km V1 V2 V3 V4 V5 V6 V7 V8 MN Q WGT DMG Type AVE DAM Config DMG SI Dmg TL Cost
MAX
Death Strike (AT) 55 5k 70 30 -20 -40 - - - - 100 1 5 - 450 Rfx XL 1d8HP 50 6 20,000
Bonoir-2 (AT)
HAW 4 (AT) 105 5k 70 30 -20 -40 - - - - 100 1 5 - 2800 Rfx XL 8d6HP 50 6 55,000
Gyrfalcon (SAM)
REFLEX LAUNCHERS
Model MN Q WGT DMG Type AVE DAM Config DMG SI Dmg TL Cost
Single Tube
Quad Tube
HEAVY MISSILES
Model AUTO km V1 V2 V3 V4 V5 V6 V7 V8 MN Burst Full ROF-D Q WGT DMG Type AVE DAM Config DMG SI Dmg TL Cost
MAX
Strike Eagle 70 30 70 30 -20 -40 - - - - 100 N/A N/A N/A 1 10 - 700 Hvy Msl 2d6HP 100 6 55,000
Strike Eagle - 3 70 30 70 30 -20 -40 - - - - 100 N/A N/A N/A 1 10 - 1050 Hvy Msl 3d6HP 100 6 65,000
Load-1 70 30 70 30 -20 -40 - - - - 100 N/A N/A N/A 1 10 - 2800 Hvy Msl 8d6HP 100 6 60,000
Load-4 70 30 70 30 -20 -40 - - - - 100 N/A N/A N/A 1 10 - 3500 Hvy Msl 10d6HP 100 6 65,000
Cobalt Tensor 70 30 70 30 -20 -40 - - - - 100 N/A N/A N/A 1 10 - 1050 SAM 3d6HP 100 6 65,000
Overload 70 30 70 30 -20 -40 - - - - 100 N/A N/A N/A 1 10 - 4500 Hvy Msl 10d8HP 100 6 75,000
AMMUNITION & MISC.