- Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness
- Full Environmental; Comms (10 miles); Loudspeakers; laser distancer; night vision mode
Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage);
Laser Finger Str+d4 in melee, reach 1 Strength d6 arm; +2 Repair checks
- Wilk’s 227 Pulse Laser Pistol | (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)
- 2 person tent, +20% water supplies
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
2 weeks rations
Size 6, Crew 2, Strength d12+6, Toughness 35 (17), Pace 10 [/size]
: M.D.C. Armor [/size]
- 2 × Dual-linked Medium RailGuns (right forearm) | (Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
- Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
- Medium Missile Launcher (chest) | (Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
- 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
- Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
- Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
- Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially ﬂying) afterwards inﬂicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.
4d6 = 18: 6, 2, 6, 4
(unenchanted, crafted from exotic materials)
NG-B50 Thunderer Combat Hammer
- Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
- Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
- When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
- However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
- 2 lbs
- Value: 25,000 Cr, in part because they aren't exactly attractive.
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)
C-29 “Hellfire” Heavy Plasma Cannon
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.
LongTooth Clan Tail Cestus
(Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
- ST Mods (8 points)
- Parry +2 (2 pts)
- Sweep Edge (2 pts)
- Improved Sweep Edge (2 pts)
- Fearless (2 pts)
- Modified per loot to add +2 AP off of hero's journey
A lightweight skateboard-sized device that allows the user to hover a few inches off the ground using the Piloting skill. This version is powered and gives the user an Acceleration of 5 and a Top Speed of 20.
Spirit's Boon: When faced with horrors of the worlds beyond, you can feel a beneficial presence wash over you, fortifying you against the instinctive terror of the unnatural. You gain a +2 bonus to all Fear Checks; this stacks with the Brave Edge. If you are innately Fearless, then when a Fear check is called for, the presence acts to bolster your resolve in a more subtle fashion--roll a d10 (no Wild Die), which can Ace as normal, and treat it as a Support roll for your next action, which must be taken either the round you were faced with the Fear check, or the one immediately following. (So for every Success and Raise on this roll, you get a +1 to your action's roll, up to a maximum of +4.)
Contact (Everyone): CS Cpl. Peter Fellman
Corporal Fellman is a Tolkeen burnout; after his tour there, he was so tired of fighting that he was deemed largely worthless by the CS high command, despite being loyal to his orders. He was thus assigned to guard-duty on shipping barges along the Missouri River. By CS standards, he's almost egalitarian in his outlook--while in the field, especially outside CS territory, he could really care less if someone's a D-Bee or a magic-user, so long as they aren't an active threat to the Coalition States or established human communities (he won't go out of his way to save a town of innocent D-bees from some supernatural threat, but that's about the worst that can be said of him). While not really in the loop on CS military issues, he can be used to acquire pre-109 Infantry Gear and the like (as the phasing out of the older gear continues, a good bit of it is shipped to human communities not officially allied with the CS as a diplomatic overture--sometimes crates fall off the barge, you know?), and can give a heads-up to river-based activity by the CS Navy, though usually not the details about their missions. Finally, for those so inclined, he can also acquire Coalition "Officially Sanctioned Media"--typically the latest propaganda vids out of Chi-Town, but also the current episodes of popular entertainment (all of which, of course, does its best to push the CS 'ideals' of Humans Good, D-Bees and Mages Bad; still, as such is some of the only professionally produced entertainment on the continent, it's surprisingly popular outside the CS borders, even if many only watch it ironically).