Who Dares, Wins - Equipment

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Who Dares, Wins - Equipment

Postby Pale Wolf » Mon Dec 17, 2007 9:19 pm

Standard issue equipment is not a required purchase - you get it issued by your nation or faction, and further modifications or nonstandard equipment must be purchased out of CP.

You can get away with spending nothing on your own weaponry - the standard issue equipment will provide you with some backup. However, standard issue gear will be assigned and reassigned as per the mission - you don't get to fire rocket launchers at mooks, and have to use it all in accordance with SAS guidelines. Additionally, most custom weapons are unavailable - standard issue gets the job done, if you want extra flavour, you'll have to handle that yourself.

As far as the party is concerned, the source of their equipment is Sergeant Shawn Corbin, S Squadron quartermaster.
There is no problem that cannot be solved through the proper application of immense levels of firepower.

- Finally promoted to Spammaster Indeterminate Rank as of June 18, by Stratagemini

<Stratagemini> My Titanium Anus Armour will repel all challengers!

Would you believe this is one of the more tame bits of dirt I've got for him?
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SAS Standard Issue

Postby Pale Wolf » Mon Dec 17, 2007 9:25 pm

This equipment is what the normal SAS considers standard issue.

The majority of S Squadron's available equipment is within this group. A similar setup is also fairly common to most special forces units, though each has their own distinct variations.

Sig P-226:
Weapon Level: 3
Element: Impact
Clip: 15 rounds, box magazine (9 mm x 19 mm Parabellum pistol ammunition)
Rate of Fire: Semiautomatic
Weight: 802 grams
Effective Range: 20 meters
Medium Range: 50 meters
Long Range: 100 meters
CP Value: 8
Item CP Cost: 4

Diemaco C-8 Special Forces Weapon (SFW): Canadian-made knockoff of the M-16 - you'll probably know this as an 'Armalite'. The British Army designation for this rifle is 'L-119 A1'.
Weapon Level: 4
Clip: 30 rounds (5 rounds fired per autoburst), box magazine (5.56 mm x 45 mm NATO rifle ammunition)
Rate of Fire: Automatic/Semiautomatic
Weight: 3.2 kilograms
Effective Range: 160 meters
Medium Range: 400 meters
Long Range: 800 meters
Note: Flash Suppressor equipped. Requires two hands for standard use.
CP Value: 12
Item CP Cost: 6

Heckler and Koch MP-5 A2: The regular SAS still uses this as their primary SMG. If you want it, it's available to requisition.
Weapon Level: 3
Element: Impact
Clip: 15/30 rounds (5 rounds fired per autoburst), box magazine (9 mm x 19 mm Parabellum pistol ammunition)
Rate of Fire: Automatic/Semiautomatic
Weight: 2.54 kilograms
Effective Range: 20 meters
Medium Range: 50 meters
Long Range: 100 meters
Note: Requires both hands.
CP Value: 9
Item CP Cost: 4

Accuracy International Arctic Warfare Suppressed Covert: High-power, long-range sniper rifle chambered in 7.62 mm.
Weapon Level: 5
Element: Impact
Accuracy Modifier: +1
Clip: 10 rounds, box magazine (7.62 mm x 51 mm NATO rifle ammunition)
Rate of Fire: Bolt-action.
Weight: 6.5 kilograms
Effective Range: 160 meters
Medium Range: 400 meters
Long Range: 800 meters
Note: Capable of silent performance when used with subsonic ammunition (weapon level 4). Requires both hands.
CP Value: 12
Item CP Cost: 6

Accuracy International AW50F: Firing .50 rounds, this particular bastard is designed to engage light vehicles at very long ranges. You can use it against human targets, but you'll get a lot of disgusted looks for the overkill. It's also heavier than the AWS - that doesn't have much game effect other than sanity limits on whether you can use it. S Squadron is trained on this for the same reason they use the UMP - more damage against freaky targets, and bigger rounds equals more flexibility with special rounds.
Weapon Level: 6
Element: Impact
Accuracy Modifier: +1
Clip: 5 rounds, box magazine (.50 Browning Machine Gun ammunition)
Rate of Fire: Bolt-action.
Weight: 13 kilograms
Effective Range: 480 meters
Medium Range: 1200 meters
Long Range: 2400 meters
Note: Requires two hands for standard use.
CP Value: 14
Item CP Cost: 7

Remington 870 Wingmaster: The British Army's primary issue shotgun.
Weapon Level: 5
Element: Impact
Clip: 4 rounds, internal magazine (12-gauge shotgun shells)
Rate of Fire: Pump-action.
Weight: 3.2 kilograms
Effective Range: 20 meters
Medium Range: 50 meters
Long Range: 100 meters
Notes: Requires both hands.
-1 penalty to defense against spray of buckshot
Can simultaneously attack all in a tight grouping
4 damage less versus armour
8 damage less versus force fields
CP Value: 10
Item CP Cost: 5

NeoStead 2000: One of the most highly advanced shotguns in the world, designed by a South African corporation. The SAS has used it in trial runs, and happens to have a few lying around. Primarily notable for A: it's bullpup configuration, which makes it very short and easy to use in tight confines while still having a decent barrel length, and B: its dual six-round magazines, which allow it to hold two different ammo types and switch between them when putting the next into the chamber. The pump-action of this shotgun operates in a forward-back motion rather than the more conventional back-forward.
Weapon Level: 5
Element: Impact
Clip: 6 + 6 (two internal magazines. multiple ammo types are selectable) (12-gauge shotgun shells)
Rate of Fire: Pump-action.
Weight: 3.9 kilograms
Effective Range: 20 meters
Medium Range: 50 meters
Long Range: 100 meters
Notes: Requires both hands.
-1 penalty to defense against spray of buckshot
Can simultaneously attack all in a tight grouping
4 damage less versus armour
8 damage less versus force fields
CP Value: 10
Item CP Cost: 5

Fabrique Nationale Minimi. The more favoured squad machine gun, since it can be used by a single person rather than requiring an entire support team. The British Army designation for this weapon is 'L-110 A1 Para'.
Weapon Level: 4
Element: Impact
Clip: 20/30/40 rounds, box magazine. 200 rounds, belt magazine (5 rounds fired per autoburst) (5.56 mm x 45 mm NATO rifle ammunition)
Rate of Fire: Automatic only
Weight: 6.56 kilograms
Effective Range: 200 meters
Medium Range: 500 meters
Long Range: 1000 meters
Notes: Requires both hands.
When used in a static position, cannot move or make defence checks during the round.
CP Value: 12
Item CP Cost: 6

M2 Browning. A true 'heavy' machine gun, in .50. You're not even likely to be moving this thing without help, unless you have a particularly obscene level of strength.
Weapon Level: 6
Element: Impact
Clip: Belt-fed (200-rounds can be expected - 5 used per autoburst) (.50 Browning Machine Gun ammunition)
Rate of Fire: Automatic only
Weight: 38 kilograms
Effective Range: 480 meters
Medium Range: 1200 meters
Long Range: 2400 meters
Notes: Requires both hands to use.
Unable to move or make defence checks while using it (requires a static position)
Requires someone to load ammo or help you carry the fucker.
CP Value: 14
Item CP Cost: 7

Concussion Grenade
Weapon Level: 8
Element: Concussion
Area of Effect: 3 meters
Accuracy Modifier: -1
Clip: One use only
Effective Range: 2 meters
Medium Range: 5 meters
Long Range: 10 meters
CP Value: 14
Item CP Cost: 7

Flashbang:
Weapon Level: 0
Special Effect: All within area of effect may be blinded and/or deafened. To resist this, they must make a Body roll with a DC 13 - roll independently for blindness/deafness.
Area of Effect: 3 meters
Clip: One use only
Effective Range: 2 meters
Medium Range: 5 meters
Long Range: 10 meters
Notes: Does not work on targets with appropriate hearing/sight protection, who don't HAVE the appropriate senses, or who have prepared for it.
CP Value: 1
Item CP Cost: 0

Fragmentation Grenade:
Weapon Level: 6
Element: Impact
Area of Effect: 10 meters
Accuracy Modifier: -1
Clip: One use only
Effective Range: 2 meters
Medium Range: 5 meters
Long Range: 10 meters
CP Value: 11
Item CP Cost: 5

Smoke Grenade:
Weapon Level: 0
Special Effect: Partially blocks vision (due to the cloud of SMOKE - smoke colours vary). All rolls pertaining to vision are at a -3 penalty. Smoke cloud lasts 1 minute.
Area of Effect: 3 meters
Clip: One use only
Effective Range: 2 meters
Medium Range: 5 meters
Long Range: 10 meters
CP Value: 3
Item CP Cost: 1

Tear Gas Grenade:
Weapon Level: 0
Special Effect: Choking smoke - must perform a Body roll at DC 16 or be subject to -3 penalties on anything for a number of rounds equal to the margin of failure. Cloud lasts 5 rounds, anyone who stumbles in is attacked again.
Cloud of smoke partially blocks vision, causing all visual rolls to be performed at a -3 penalty. Cloud lasts 5 rounds.
Area of Effect: 3 meters
Accuracy Modifier: -1
Clip: One use only
Effective Range: 2 meters
Medium Range: 5 meters
Long Range: 10 meters
CP Value: 6
Item CP Cost: 3

L-17 A1 Underslung Grenade Launcher: This is an attachment that works for the C-8. The primary game advantage you get is that you can use grenades as per the Gun Combat skill instead of the Thrown Weapons one, as well as the range advantage.
Weapon Level: 5
Area of Effect: 3 meters
Element: Concussion
Clip: 1 internal (40 mm x 46 mm grenade)
Rate of Fire: Single-shot
Weight: 1.5 kilograms
Effective Range: 80 meters
Medium Range: 200 meters
Long Range: 400 meters
Notes: It's a weapon attachment. Unlike the M-203 it can be used without actually attaching it to a rifle, but when attached it requires two hands to use (have to balance the rifle itself, after all).
CP Value: 11
Item CP Cost: 5

X-26 Taser:
Weapon Level: 0
Special Effect: Upon being hit, target must make a Body or Soul roll, DC 14. If they fail, they will be disabled for up to ten minutes, depending on how badly the roll was failed, due to paralyis and pain.
Element: Lightning
Clip: 6 shots.
Rate of Fire: Single shot.
Effective Range: 2 meters
Medium Range: 5 meters
Long Range: 10 meters
Note: Can also be used in Drive Stun mode, where the weapon is held against the target without firing the barbs, intended to cause pain rather than incapacitate.
Drive Stun:
Weapon Level: 0
Special Effect: Upon being hit, target loses 10 EP (armour will reduce the effect as per standard).
Element: Lightning
Effective Range: Melee
CP Value: 7
Item CP Cost: 3

FGM-148 Javelin: Generally used in a two-man team, this is not disposable. Consider this something available, but not likely to be issued unless you expect to be fighting a dragon.
Weapon Level: 12 (8 AP)
Element: Concussion
Area of Effect: 3 meters
Accuracy Modifier: -1
Clip: 1 shot, reusable (Raytheon Javelin anti-tank missile)
Rate of Fire: ... Single-shot.
Weight: 6.4 kilograms (launcher); 11.8 kilograms (missile)
Minimum Range: 75 meters
Effective Range: 500 meters
Medium Range: 1250 meters
Long Range: 2500 meters
Notes: Requires two hands to use.
Normally operated by a crew of two - one to shoot, one to carry the ammo and _load_ the bastard.
Static weapon - cannot move or perform defence rolls while using it.
CP Value: 24
Item CP Cost: 12

Tactical Armour:
Armour Value: 14
Note: Can be WORN partially.
Half-armour against Cutting or Piercing
CP Value: 12
Item CP Cost: 6

Light Armour: Obviously, the SAS doesn't always go into situations that merit the biggest armour they can wear. Not only is there the issue of freedom of movement, but there's the simple fact that in some missions, being seen to wear armour is a negative. Yet, who the heck wants to go into a firefight without even a slight chance of surviving the first bullet to scrape them? Thus, the use of a lighter concealable armour vest.
Armour Value: 10
Note: Torso only.
Primary benefit: It's possible to HIDE that you're wearing this.
Half-armour against Cutting or Piercing
CP Value: 6
Item CP Cost: 3
Last edited by Pale Wolf on Mon Dec 17, 2007 11:39 pm, edited 1 time in total.
There is no problem that cannot be solved through the proper application of immense levels of firepower.

- Finally promoted to Spammaster Indeterminate Rank as of June 18, by Stratagemini

<Stratagemini> My Titanium Anus Armour will repel all challengers!

Would you believe this is one of the more tame bits of dirt I've got for him?
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S Squadron Special Issue

Postby Pale Wolf » Mon Dec 17, 2007 9:29 pm

S Squadron itself has a radically different mission profile than all other SAS Squadrons. As such, there's certain special equipment that they tend to use, to suit their different requirements.

Some of it's just a mild difference (larger-calibre SMG), some of it's odd but used in standard forces (shotgun slung under the rifle), and some is utterly bizarre in a modern military (a sword?).



Heckler and Koch Universale Maschinenpistole (UMP-45): German-made, intended as a replacement to the semi-legendary MP5. S Squadron is issued this weapon chambered in the .45 calibre - the larger and more powerful rounds being more conducive to special ammunition and generally killing monsters. (Most of the special rounds that will become available over time will be issued for this weapon first)
Weapon Level: 4
Element: Impact
Clip: 25 rounds, box magazine
Rate of Fire: Automatic/Semiautomatic
Weight: 2.3 kilograms
Effective Range: 20 meters
Medium Range: 50 meters
Long Range: 100 meters
Notes: Requires both hands.
CP Value: 11
Item CP Cost: 5

S Squadron, unlike the normal SAS or any other military unit, makes use of blades. This is simply because quite a number of supernatural creatures are shockingly and inexplicably vulnerable to edged weaponry. Consider this a weapon that is weak normally, but gets a large damage bonus when used against the right enemies. (And note that there are also enemies who get a damage bonus from any other kind of attack) Also due to common weak points of the supernatural, pure silver is added into the alloy along the edge - not enough to weaken the metal too much (though, don't try to match a high-quality steel weapon if you're dumb enough to block with the edge), but enough to trigger the vulnerabilities. S Squadron makes use of both katana and traditional European longswords - the longsword format is preferred, however, katana have been forged as well simply to take advantage of the numerous individuals who have come to S Squadron with their primary skill being in Japanese swordwork. In game mechanics, there is no significant difference between the blade formats.
Weapon Level: 3
Element: Cutting/Silver; Piercing/Silver
Weight: 1.2 kilograms
Effective Range: Melee
CP Value: 6
Item CP Cost: 3

Ciener Ultimate Over/Under: This is a modification of the Remington 870 Wingmaster. Essentially, you chop off the stock and mount the shotgun under the barrel of the C-8, giving you a two-in-one weapon similarly to the L-17 A1. Primarily this is useful for in-building missions, where the shotgun's short range is not a hindrance and its high power is of value. Note that the weapon is intended to be used in breaching doors - however, against S Squadron enemies it turns out to be quite effective. The original design was American and thus suited for mounting on the M-16. S Squadron armourers adjusted it to be mountable on the C-8 instead. Initially this modification was proposed by Aika Fawkes, however it has since passed into semi-standard use by S Squadron team three. In game mechanics, the advantage is in being able to switch so easily to another weapon without having to actually take up an action switching out.
Weapon Level: 5
Element: Impact
Clip: 4
Rate of Fire: Pump-action
Weight: 3.2 kilograms
Effective Range: 10 meters
Medium Range: 25 meters
Long Range: 50 meters
Notes: Requires both hands.
-1 penalty to defense against spray of buckshot
Can simultaneously attack all in a tight grouping
4 damage less versus armour
8 damage less versus force fields
CP Value: 10
Item CP Cost: 5

XM-29 A2 Objective Individual Combat Weapon: The OICW project started out in 1986, with the SAS-2000 paper published by the US Army Infantry School, positing that the conventional small arm had already reached its technological peak (obviously, they did not have the outstandingly effective Argene small arms visible to prove them wrong), and that what Jane calls 'boomage' was needed. A later paper supported the idea, and the OICW project was begun in 1990, though the requirements seemed unreasonable from the start. The winner of the development contract was a team of Alliant Techsystems and Heckler and Koch. The developed weapon was classified the XM-29 in 2002, but in 2004, it was discovered that the 20mm grenades were underpowered, and the system was still over the target weight. In 2005, the OICW project was split into three. Increment One was to develop the kinetic energy component (the basic rifle, redesignated the XM-8). Increment Two was to build the grenade launcher - a 25 millimeter grenade was selected instead to get power up to where it was required, and the launcher was designated the XM-25. Increment Three, to be begun once Increments One and Two were completed, all problems resolved and weight trimmed down, was simply to fuse them back into one weapon. Increment One was, however, cancelled in late 2005, presumably stalling the project indefinitely. In 2008, however, development resumed, and Increments One and Two were completed to satisfaction. As of 2010, the OICW project is still in Increment Three, though given the significant changes from the original design, it is presently designated the XM-29 A - in limited production for battle testing. Following the Blue Incident, the United States opted to include the United Kingdom in the OICW project, in exchange for some of the minor fruits of examining Argene weapons (specifically, the mixed propellant technology).
The XM-29 A2 is a bipartite weapon. Both the XM-8 and XM-25 are fused into one weapon, and are detachable.
The XM-8 common reciever is the core of the weapon, a 5.56 mm gun and handgrip, essentially - there are additional attachments, from handguards to alternate barrels to buttstocks (in the XM-29, the buttstock is the XM-25's) to a highly advanced sight. The XM-8 is a highly flexible weapon, that can be disassembled and reassembled to a variety of configurations within a very short period of time - depending on the attachments, the XM-8 can be anything from an assault carbine to a personal defence weapon to a sharpshooter rifle to a squad assault weapon[/u]. It's a fairly accurate and light rifle, which is technically compatible with the single-shot X320 grenade launcher (and with a minor adaptor, the SAS's L-17)... though if you want a grenade launcher, you can [i]also just turn it back into the XM-29. The sight is also fairly good, integrated and significantly lighter than the M4's standard. If, instead of the XM-8 components, you clap the XM-25's upper reciever on top, you get the XM-29.
The XM-25 is a 25 mm grenade launcher, and there is a lower reciever available to be fused with the upper reciever on the XM-29 A2 so that the grenade system can be used independently. It's a gas-operated, bullpup semiautomatic weapon, capable of fully ambidextrous use. Astoundingly long-ranged for a grenade launcher, this thing can reach out to a kilometer, though normal people can't actually point-hit at that range and need to use the airburst setup. The standard ammunition is high explosive airburst with computer assistance, though others are available, from HEAT point-detonating rounds to more standard heavy rounds to canister flechette rounds for close combat (though honestly you should just use your personal weapon for that). The launcher can also support the XM-104 tactical sight, which is a battery-operated interface that allows the grenade fuses to be quickly programmed for the intended range, provides long-range night vision, and a significant accuracy advance. It is battery-operated, but even when out of power, while the advanced functions of the weapon are unavailable, the grenades will automatically be set to point-detonation and can still be fired.
By their powers combined, it is the XM-29. After commenting on both the parts, there's not much left to say. There's a single trigger in the rifle component which fires either mode, adjustable by a switch on the upper reciever. The entire weapon is fairly heavy, and honestly isn't extraordinarily well-suited to the usual S Squadron engagements - with the XM-25's minimum range of fifty meters, it can only very rarely be used in the room-to-room brawls S Squadron typically engages in. It's best as a field weapon, where one actually will fight people at ranges in excess of fifty meters. It was assigned either way - considering S Squadron's high firepower requirements, it was potentially valuable just the same.
http://world.guns.ru/assault/as40-e.htm
http://world.guns.ru/assault/as61-e.htm
http://upload.wikimedia.org/wikipedia/c ... Poster.jpg
http://world.guns.ru/grenade/gl13-e.htm
Weapon Level: 4
Element: Impact
Accuracy Modifier: +2 (Specialized sight. You can also take this off and put on a weaker one if you REALLY want to, either way, you can't stack this with other sight attachments)
Clip: 30 rounds, box magazine (5.56 mm x 45 mm NATO rifle ammunition)
Rate of Fire: Automatic/Semiautomatic
Weight: 6.8 kilograms
Effective Range: 200 meters
Medium Range: 500 meters
Long Range: 1000 meters
Notes: Requires both hands
Grenade System
Weapon Level: 3
Area of Effect: 10 meters
Accuracy Modifier: +2
Element: Concussion
Clip: 6 rounds box magazine (25 mm x 40 mm grenade)
Rate of Fire: Semiautomatic
Minimum Range: 50 meters
Effective Range: 200 meters
Medium Range: 500 meters
Long Range: 1000 meters
Notes: Requires both hands
Indirect fire.
Night Vision and Rangefinding out to one kilometer.
CP Value: 29
Item CP Cost: 14
Last edited by Pale Wolf on Thu Jan 03, 2008 1:13 pm, edited 2 times in total.
There is no problem that cannot be solved through the proper application of immense levels of firepower.

- Finally promoted to Spammaster Indeterminate Rank as of June 18, by Stratagemini

<Stratagemini> My Titanium Anus Armour will repel all challengers!

Would you believe this is one of the more tame bits of dirt I've got for him?
Pale Wolf
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Posts: 1315
 

Party-Specific Equipment

Postby Pale Wolf » Mon Dec 17, 2007 9:40 pm

The party itself has acquired some extra equipment, aside from what is normally issued - either through personal expense, special requisition, or the ever-present looting-the-dead option. Special requisition items are likely to require a return when the mission profile no longer dictates their necessity, unless purchased with the character's own CP.


Taurus Raging Bull Model 500: Meet the most powerful commercial handgun in the world. Okay, technically it has two or three competitors, but they fire equally damaging rounds - the monstrously-powerful .500 Smith and Wesson Magnum. The next level down in the Raging Bull's power scale (the Model 454) has been used to hunt African elephants. The recoil is punishing, but manageable. Presently the only sample of this in the campaign is Jane Smith's (DCG) 'baby'.
Weapon Level: 5
Element: Impact
Clip: 5 rounds, revolver (.500 Smith and Wesson Magnum ammunition)
Rate of Fire: Double-action revolver (semiautomatic)
Weight: 2.2 kilograms
Effective Range: 20 meters
Medium Range: 50 meters
Long Range: 100 meters
Notes: Requires both hands to operate without breaking your freaking wrist.
CP Value: 11
Item CP Cost: 5

Sig P-239:
Weapon Level: 3 (+3 damage)
Element: Impact
Clip: 7 rounds, box magazine (.40 Smith and Wesson ammunition)
Rate of Fire: Semiautomatic
Weight: 776 grams
Effective Range: 20 meters
Medium Range: 50 meters
Long Range: 100 meters
CP Value: 8
Item CP Cost: 4

M-79 Thumper (Who HAS this thing now, anyway?): A break-action, single-shot grenade launcher firing 40x46mm grenades. Shoulder-fired, the M79 was essentially the first true 'grenade launcher' - initially developed to cover the gap between thrown hand grenade ranges and the minimum range of a mortar. First used in the Vietnam War, and to good effect - easy to use, accurate, and mobile. However, its drawbacks were painful. On its own, very weak in short range, requiring a backup weapon. Single-shot and requiring reloading, chopping the rate of fire. And in general, its size required that a soldier using it would have to be just a grenadier. The M203 that also saw development during the Vietnam War (as well as its analogies such as the L-17 A1), on the other hand, was mounted under a standard weapon, allowing a soldier to be both rifleman and grenadier, with the same firing rate (if a somewhat shorter range). So in the end, this weapon ended up pushed out of US service by the end of the same war it first saw action in. Aika Fawkes (Stratagemini), being a gun fangirl, wasn't satisfied with lacking such a piece of history ('And a gun for every purpose under heaven') and had Shawn help her order one with her own money.
Weapon Level: 5
Area of Effect: 3 meters
Element: Concussion
Clip: 1 internal (40 mm x 46 mm grenade)
Rate of Fire: Single-shot
Weight: 2.93 kilograms
Effective Range: 80 meters
Medium Range: 200 meters
Long Range: 400 meters
CP Value: 11
Item CP Cost: 5

Milkor MGL-140:
Weapon Level: 5
Area of Effect: 3 meters
Element: Concussion
Clip: 6 internal (40 x 46 mm grenades)
Rate of Fire: Semiautomatic
Weight: 5.9 kilograms
Effective Range: 80 meters
Medium Range: 200 meters
Long Range: 400 meters
Notes: Requires both hands.
CP Value: 12
Item CP Cost: 6

Heckler and Koch MP-5 SD3: A stealth and special operations version of the MP-5 submachine gun. Silenced out the wazoo and firing subsonic ammunition, you can't even hear the bullets from this thing. Apparently the weapon of choice for the Operations section of the mysterious organization known as The Penitent, a number have been retrieved following battles against them.
Weapon Level: 2
Element: Impact
Clip: 15/30 round box magazine
Rate of Fire: Automatic/Semiautomatic
Weight: 3.6 kilograms
Effective Range: 20 meters
Medium Range: 50 meters
Long Range: 100 meters
Notes: Requires both hands.
Silent.
CP Value: 9
Item CP Cost: 4

Shawn's Baby: And come on, you KNOW he's twinked this sucker as far as it twinks. The gun is actually _beautiful_ - not just possessing the functional beauty of its design, but painted in swirling sky-blue patterns across its smokey grey base, and remarkably soft for, you know, a GUN - Shawn's done something wierd to the grips and surface that doesn't weaken it any, but makes it so much more comfortable to hold. Shawn sent this over to lend to Jane during her current mission while he works on some special ammo types for her own weapon of choice.
Weapon Level: 5
Accuracy Modifier: +3
Element: Impact
Clip: 20 rounds, box magazine
Rate of Fire: Automatic/Semiautomatic
Weight: 5.2 kilograms
Effective Range: 200 meters
Medium Range: 500 meters
Long Range: 1000 meters
Notes: Requires both hands. Also, theoretically uncontrollable on autofire, certainly is for normal-strength people.
Special-accurised for Shawn, with custom grips and various 'twinks' that suit his quirks as a shooter - when he uses it, there is an additional +1 to the weapon's accuracy modifier.
Attachments made to the weapon, such as a Ciener or a grenade launcher, will not benefit from the remarkably accurate barrel modifications or the laser sight. However, they WILL benefit from the stock - all attachments have a +1 accuracy modifier.
CP Value: 14
Item CP Cost: 7

Ratzel Type 4 Storage Device:
Weapon Level: 4
Element: Concussion
Rate of Fire: Single-shot
Weight:
Effective Range: 20 meters
Medium Range: 50 meters
Long Range: 100 meters
Barrier Jacket:
Armour Value: 8
Notes: No weak points.
CP Value: 22
Item CP Cost: 11

Scarlet Werks Storage Device:
Weapon Level: 4
Accuracy Modifier: +1
Element: Concussion
Rate of Fire: Single-shot
Weight:
Effective Range: 200 meters
Medium Range: 500 meters
Long Range: 1000 meters
Barrier Jacket:
Armour Value: 8
Notes: No weak points.
CP Value: 24
Item CP Cost: 12
There is no problem that cannot be solved through the proper application of immense levels of firepower.

- Finally promoted to Spammaster Indeterminate Rank as of June 18, by Stratagemini

<Stratagemini> My Titanium Anus Armour will repel all challengers!

Would you believe this is one of the more tame bits of dirt I've got for him?
Pale Wolf
User avatar
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Posts: 1315
 


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