Gear
Wearing
TW Cannonball Armor
Guantlet of the Demon Slayer Right Hand
NECKLACE OF GREATER SLUMBER Neck
B
uffalo Spirit Fetish Neck
In Hand
NEMA Liberator Multi-Rifle
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Features:
• 12 attachment points
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: NG Super Laser Pistol
• Attachment: NG Super Laser Pistol
• Attachment: EMP Scrambler Gun
• Attachment:
NEURAL MACE from Sir Sayeen
• Attachment:
Translator
• Attachment:
TW Vibro Sword "Sparkler"
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
Speedster Hovercycle
110,000 credits
Size 2, ACC/TS 15/80, Toughness 17 (8), Crew 1
exposed hover
Weapon
Mini Rail Gun
75/150/300 2d8+4, ROF 4 AP 6, Shots 32, Mods 2
Robot Horses
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d8, Notice d6,
Pace: 8; Parry: 6 Toughness: 20 (10)
Special Abilities:
• All Terrain: Ignores penalties or Rough Terrain, and each inch equals 1.5 instead of 2”
• Armor: +10 High Strength Alloy MDC
• Handling : Riders gain +2 on all riding checks
• Kick: Str+d6 mega damage
• Sensor Suite: Power armor sensors and communications, including 360 radar thermal imagine, night Vision HUD and +2 to notice checks
• Size: +2: based on the mustang of old these robots are very strong compact models
• Travel Speed: the robot horse listed pace is for combat situation. Its overland speed is rated as ACC/TS 10/50
• Light Laser
WEAPON RANGE DAMAGE ROF AP SHOTS MODS COST
Light Laser 150/300/600 2d10 1 5 1
• Shooting Skill
• Weapons gimble arm
• Can Speak and understand , American, Spanish, Dragonese, Gobbely, Faerie and Euro.
Flying Flaming Sabre-Toothed Tiger(Angel)
Sabre-toothed tigers haunt grasslands using their patterned skin to sneak up on unsuspecting prey. Their twin canine teeth can slice through armor and bone as easily as flesh.
Attributes: Agility d10, Smarts d6(A), Spirit d8, Strength d12, Vigor d10
Skills: Climbing d8, Fighting d8, Intimidation d8, Stealth d8, Tracking d6 Pace: 8; Flying 12 Parry: 6; Toughness: 10
• Bite: Str+d10, AP 1.
• Claws: Str+d6.
• Improved Frenzy: A sabre-toothed tiger may make two attacks each round with no penalty.
• Pounce: Sabre-tooths often pounce on their prey to best bring their mass and teeth to bear. It can leap 1d6” to gain +4 to its attack and damage. Its Parry is reduced by –2 until its next action when performing the maneuver, however.
• Size +3: Sabre-tooths weigh over 800 pounds.
RANGE WEAPONS:
2
NG Super Laser Pistol @21,000
42,000
15/30/60 Damage 2d6+2, ROF 1, AP 2, Shots 20, Weight 8
* Grenade Launcher 12/24/48 8 shots
NEMA Liberator Multi-Rifle (Patron Item)
The incredible gun looks very much like a cross between a grenade launcher and a particle beam rifle. It fires either a powerful particle beam or micro-grenade-sized exotic energy pellets that explode with the force of energy within them - freezing or flash burning things in their area of effect. Only a five hundred were made for NEMA Special Forces due to their incredible cost. The people who sold them were quite unhelpful when it came to revealing their source. Technically A.R.C.H.I.E.-3 has the design specs for this weapon, but it is flagged as a failed weapon experiment.
• Range (Particle Beam): 35/70/140 (Exotic Particle Launcher): 12/24/48
• Damage (by mode)
[list]☞ Particle Beam: 2d8+4 (MD) AP 6; This powerful blast requires 10 charges from the Canister E-Clip.
☞ Exotic Freezing Pellet: On impact a gel-like pellet ruptures to spread a plasma-like freezing substance that covers a SBT and does 3d10 cold damage. It hits any targets within the area all-at-once, engulfing the target and affecting the least-armored area on the body. This means anyone not in fully sealed armor is in serious trouble. Any target hit must make a Vigor roll (at –2 on a raise) to avoid cold-based Fatigue. Targets can Dive for Cover (SWD 79) as with many area effect attacks. Note this attack deviates like other area effect attacks as well. This powerful attack requires 4 charges from the Canister E-Clip.
☞ Exotic Burning Pellet: On impact a gel-like pellet ruptures to spread a plasma-like flaming substance that covers a SBT and does 3d8 fire damage. It hits any targets within the area all-at-once, engulfing the target and affecting the least-armored area on the body. This means anyone not in fully sealed armor is in serious trouble. One the shooter's next action, unless counteracted in some way (taking an action to strip off the plasma-covered item), the attack does 2d8 damage (plus any other bonuses such as a raise from damage or power bonuses) to each affected target. Targets can Dive for Cover (SWD 79) as with many area effect attacks. Note this attack deviates like other area effect attacks as well. This powerful attack requires 4 charges from the Canister E-Clip.
[/list]• RoF: 1
• Shots: 30 (Canister E-Clip); The gel pellets are made from a separate canister which has 20 gel-pellets worth of the substance. Most chemists and operators can make it with a sample of the substance. Costs 1000 credits per canister.
• Features:
[list]☞ 3RB, Min Str d8 (15 lbs.)
☞ (Particle Beam Mode) Snapfire
☞ Two-handed weapon[/list]
6
AP Grenades @700
42,000 for gun above
Damage 3d8 ROF 1, AP 8, Weight .25
6
FRAG Grenades @550
33,000 for gun above
Damage 3d6 ROF 1, AP-, Weight .25
CP-40
0/60/100 Damage: 3d6+2 , ROF: 3 , AP: 2 , Shots: 60 , Weight 9
MAJIC ITEMS
EMP Scrambler Gun:
A special energy disruption pistol designed to cause small mundane technology to fail temporarily. The wielder uses either his Shooting skill to target a technological device no larger than a rifle (−4 Called Shot penalty for any hand-held item targeted). On a successful hit, the device won’t work for one round; it fails to operate for three rounds on a raise. Device has a range of 12/24/48 and 10 shots per e-clip (.5 lb)
Iceblast Shotgun:
Range 12/24/48 Damage 1–3d6 ROF 1–2 AP— Shots 2 Weight 11 cost 19,000 Notes: Shotgun rules (double-barrel), a hit with a raise creates ice around the target, halving any movement on its next action, requires 1 PPE to load
HTH WEAPONS:
NEURAL MACE from Sir Sayeen
Str+d6 Weight 9
Victim roll Vigor Failure = Inc., Roll Vigor 1/Round to Revive to shaken
Guantlet of the Demon Slayer
Character must have Smite before using this blade. looks like a normal Knights Guantlet. but when player activates Smite on it various powers can come forth.
Major: Psi Blade Edge Strength and Spirit damage, AP 6, Smite +4 or with a raise +8 Damage and choose a trapping
Major: Florentine Edge (wield two weapons, adds+1to fighting roll-1 to thoose gang up.)
Major: Power Warriors Gift/ Greater Warriors Gift (4/8. Warriors edge one level lower or two at same level)
Major: Power Banish/Banish the Horde (3/6 One or Large Burst area)
Minor: +5 PP
Minor: +5 PP
TW Vibro-sword "Sparkler"
(Strength +1d10 MD, AP 4, 9 lbs, 11,000 credits + 1,100 for TW conversion)
TW Upgrades:
Minor (5,000): +1 to Fighting
Minor (5,000): +5 embedded PPE
Major (20,000): Confusion power
Major (40,000): Dispel power
Major (20,000): Healing power
Major (20,000): Telepathy power
Total Cost: 112,100 credits (note: 10,000 in upgrades were free for raises on build rolls)
NECKLACE OF GREATER SLUMBER
Power Points: 4 Range: Smarts×3 Duration: 1 minute (1/minute) MEDIUM Using this Mega Power increases the penalties to resist slumber to −2, or −4 with a raise. Furthermore, it takes a full round of active effort to awaken a victim of greater slumber; loud noises and the like aren’t enough. Major, Greater Slumber Minor#1, + 5 PP recharges on Leyline Minor #2, +1 to Vigor
Buffalo Spirit Fetish
Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
Enchantments (One Major): Common Bond
P.P.E.: 0
Trait: Always on.
Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
OTHER EQUIPMENT:
Add a
Translator and a plug in port for his Suit
PG, page 106 @9600
Skill d12+2
Grade 2 Computer
PG, 104 @1200