Custom Katana: Real katana
have become a rareity on the streets of 2059. In fact only a hand full of
old world Murimasa (sword-makers) still exist in Japan and they are
virtually extinct in other parts of the world. Quality hand-made katana
like these are literally worth thier weight in gold. They are also
availabile in various sizes such as the Nodachi great sword (for taller
metahumans) or Wakazashi short sword (for shorter metahumans).
- Custom Katana hold a much finer edge than standard katana and are
far less likely to break. Treat these weapons as Dikoted (see Shadowtech
for for more information on the Dikote process).
Name |
Type |
Conceal |
Weight |
Damage |
Cost |
Avail |
SI |
Katana |
LB |
3 |
1 |
(STR+3)S |
60,000+ � |
16/300 days |
3 |
|
Armtech "RedMist" Monofiliment
Gauntlet: The "RedMist" is a devistating weapon used by
military forces world wide to defeat heavily armored opponents in melee
combat. The weapon consists of a long, hollow, retractible spike (similar
to the Forearm Snap Blade featured in the Street Samurai Catilouge) that
has been treated with Dikote�. The spike is used to punch trough an
opponents armor. Upon penitration, meter long strands of monofiliment are
instantaniously unfurled and retracted by a spring powered reel mechanism,
slicing the target to shreds from the inside!
- In order to make a succesful attack, the character must puncture his
opponents armor. Calculate the attacker's target number as per standard
melee combat rules. If the attacker rolls a number of net success equal
to or greater than one half the target's impact armor rateing (plus any
impact armor from ortho skin or dermal sheathing) the target must resist
10D damage with his natural body (dermal plating and sheathing apply).
- Note that if the attacker misses or if the target blocks or dodges,
the monofiliment mechinism will not fire, therefore the rules reguarding
standard monofiliment weapons do not apply.
- If the monofiliment mechanism is not employed, use the first DC when
calculating damage.
Name |
Type |
Conceal |
Weight |
Damage |
Cost |
Avail |
SI |
RedMist |
SP |
6 |
1 |
(STR+1)M/10D |
800 � |
10/12 days |
1.5 |
|
Eagle Arms Mountain Eagle
2060: The Mountain Eagle 2060 is an amazing new addition to the
light pistol market. Constructed entirely from composits and various light
weight ceramics, the Mountain Eagle is designed to weather even the most
harsh conditions. It is completely water proof, and weighs less than
almost every other weapon in its class. The Mountain Eagle 2060 is truely
a must have for the serious survivalist, where ever he may be!
- The Mountain Eagle 2060 comes standard with Integral Laser Sight and
1 point of reciol reduction.
- The Mountain Eagle 2060 is made up entirely of ceramics and light
weight composits. Use the second concealability rating against metal or
magnetic anomily detectors. All other weapon detection systems use the
first concealability rateing.
- The Mountain Eagle 2060 is totally weather proof and can fire in
just about any conditions (rain, snow, sand, etc).
Name |
Type |
Conceal |
Weight |
Mode |
DC |
Ammo |
Cost |
Avail |
SI |
Mnt Eagle 2060 |
LP |
6/8 |
.75 |
SA |
6L |
14 c |
600 � |
8/10 days |
1.5 |
|
Asai Industries H-12: Who
says LoneStar should have all the cool toys? The new Asai H-12 has
everything it takes to give the Rugar Thunderbolt a run for it's money,
and its availible to the public! Asai Industies, a small japanese weapon
design company, has been making waves in the firearms industry for years
now, and the H-12 is just the latest addition to thier line of amazing
personal hand guns. The compact Asai H-12 is burst capible and it's
superior design all but negates any recoil. Unfortunately, supplys are
limited and demand is high, so get yours ASAP!
- The Asai H-12 comes standard with Integral SmartGun II and two
points of recoil reduction.
Name |
Type |
Conceal |
Weight |
Mode |
DC |
Ammo |
Cost |
Avail |
SI |
Asai H-12 |
HP |
4 |
1 |
SA/BF |
9M |
12 c |
1300 � |
10/20 days |
2 |
|
H&K MP-5GW: New from
H&K! The long awaited revision of thier most popular submachine gun
ever! The MP-5GW features a new high-speed cycling system that will put
the compitition to shame (Ares SuperMach beware!). The weapon also
incorperates an integral MGL-6 grenade launcher, just the thing for those
sticky situations where autofire doesn't quite cut it. The new H&K
MP-5GW is already in use by most special forces units world wide. Why not
get one for your very own?
- The MP-5GW comes standard with integral Smartgun II, Folding Stock,
Gas Vent II Recoil Reduction, and an Integral MGL-6 Grenade Launcher.
- The MP-5GW is a mach fed weapon, capible of fireing 6 round bursts
(11D) and 15 rounds (20D) in full auto mode.
Name |
Type |
Conceal |
Weight |
Mode |
DC |
Ammo |
Cost |
Avail |
SI |
MP-5GW |
SMG |
3 |
4.5 |
SA/BF/FA |
5M |
30 c |
1,350 � |
10/15 days |
2 |
|
Magnus Arms HAR-10
"Panzernacker": The HAR-10 Panzernacker represents a great
inovation in the field of medium suport weapons. Designed to fill a sparce
market, the HAR-10 uses a high-velocity cycling mechinism similar to Ares'
HV-AR. The HAR-10 however still chambers assault rifle rounds (as opposed
to light pistol ammo like the HV-AR), making it a devistating weapon. The
Panzernacker also features an integral MGL-6 grenade launcher, for extra
fire power when things get really interesting. If you're looking for a
heavy assult rifle that packs a little more punch, the HAR-10 Panzernacker
is the rifle for you!
- The HAR-10 comes standard with Stock, Smartgun II, Gas Vent III, and
an Integral MGL-6 Grenade Launcher.
- The HAR-10 is a mach fed weapon, capible of fireing 6 round bursts
(13D) and 15 rounds (22D) in full auto mode.
- Double all uncompensated recoil for this weapon.
Name |
Type |
Conceal |
Weight |
Mode |
DC |
Ammo |
Cost |
Avail |
SI |
HAR-10 |
AR |
2 |
7.25 |
SA/BF/FA |
7M |
42 c |
2,800 � |
12/15 days |
2 |
|
Ares P-32a Pulse Rifle: The
new P-32a is the future of firearms. This break though in weapon
technology incorperates a new ultra high-speed cycling mechanism and Ares'
patented "Pulse" technology. Using a special voltage ignited propelant,
the P-32a eliminates the need for a conventional "pin and hammer" firing
mechinism. Instead, powerful batteries housed in the rifle's stock are
used to "pulse" a high voltage current though each round as it enters the
chamber. Esentially the only thing that limits the weapons rate of fire is
how fast ammunition can be cycled! The P-32a is the weapon of tomorrow,
available today!
- The P-32a comes standard with Integral SmartGun II, Stock and
GasVent III recoil reduction.
- The P-32a fires 10 round bursts (16D) and can fire 20 rounds (26D)
in full auto mode.
- Half all recoil modifyers for this weapon.
- This weapon requires special ammo. A box of 40 rounds costs 300�
(Availability: 6/6 days, Street Index: 1.5).
- The P-32a's batterie must be recharged ever 120 rounds (three
clips).
Name |
Type |
Conceal |
Weight |
Mode |
DC |
Ammo |
Cost |
Avail |
SI |
P-32a |
AR |
3 |
4 |
BF/FA |
6M |
40 c |
3,300 � |
14/18 days |
3 |
|
LoneStar S-14 "RiotStopper":
Developed by LoneStar's rising weapons devision, the S-14 RiotStopper is a
briliant new addition to the shotgun scene. The S-14 is designed for
non-lethal control of criminal suspects, but can be quickly reloaded for
those situations in which more force is desired. Standard issue S-14s are
usually loaded with Gas Rounds
and the weapon features an under-barrel MGL-6 Grenade Launcher, specially
designed to fire Shock
Grenades. The S-14 RiotStopper: criminal scum beware!!
- The S-14 comes standard with Integral Laser Sight, Folding Stock,
IBS Safty, Integral MGL-6 Grenade Launcher and Range Finder Grenade
Link.
- The S-14 is usually loaded with Gas Rounds and Shock Grenades. When
using standard ammunition, the weapons damage code is 10S.
Name |
Type |
Conceal |
Weight |
Mode |
DC |
Ammo |
Cost |
Avail |
SI |
S-14 |
SG |
2/4 |
4 |
SA |
*/* |
12 c |
1,200 � |
14/16 days |
2 |
|
Ares "Summoner" AutoShotgun:
If you've ever wished for a more compact combat shotgun, than the new Ares
Summoner if the gun for you! Featureing a combat style pistol grip and
side by side actions, the Summoner can fire in single action mode or the
devistating, six-round burst fire mode! If you think you're up to the
challenge, get a Summoner. The weak need not apply.
- The Summoner comes standard with Integral SmartGun II, Drum Feed,
and GasVent III recoil compensation.
- The Summoner is a mach feed weapon, capible of fireing 6 round
bursts (16D).
- Double all uncompensated recoil for this weapon (GM is strongly
encouraged to use the Strength Against Recoil optional rule from Feilds
of Fire when dealing with this weapon).
Name |
Type |
Conceal |
Weight |
Mode |
DC |
Ammo |
Cost |
Avail |
SI |
Summoner |
SG |
2 |
6 |
S/BF |
10S |
30 drum |
2,050 � |
12/14 days |
2 |
|
Magnus Arms "WetWork":
Weather your with the Family or working free lance, this is the rifle to
have! The new Magnus WetWork is entirely composed of ceramics and
composits making it highly concealible and extreamly light weight. In
addition the WetWork can be completely disassembled for additional
concealibility, and can fire three round bursts (for those particularly
well armored targets). The WetWork is the professional assassin's weapon
of choice. Order yours today.
- The WetWork comes standard with Mag 3 Low-Light Scope, Stock, 2
points of recoil compensation, Integral Sound Suppressor, and Metal
Carrying Case.
- The WetWork is made entirely of ceramics and light weight composits.
Use the second concealability rating against metal or magnetic anomily
detectors. All other weapon detection systems use the first
concealability rateing.
- The WetWork can be completely broken down for added concealability.
Assembly and Disassembly takes two full complex actions. When
disassembled and placed in it's Carrying Case, the WetWork has an
effective concealability of 10.
Name |
Type |
Conceal |
Weight |
Mode |
DC |
Ammo |
Cost |
Avail |
SI |
WetWork |
SN |
2/6 |
7 |
SA/BF |
12S |
14 c |
5,200 � |
18/30 days |
2.5 |
|
Magnus Arms "DarkProphet":
The Magnus "DarkProphet" was designed to be the perfect anti-personel
weapon! Manufactured by Magnus for the U.C.A.S. military, the DarkProphet
is a highly versitlile armament, just the thing for the heavy weapons
specialist in a small tactical unit. The DarkProphet encorperates an easy
to handle light machine gun and an under-barrel flame thrower, which uses
Magnus' new DarkFire� solid fuel in easy reload canisters! When you need
to turn up the heat, the Magnus DarkProphet is just what you need!
- The DarkProphet comes standard with Stock, Gas Vent III and SmartGun
II.
- The DarkProphet requires special ammunition. A canister of solid
fuel costs 200� (Availability: 10/15 days, Street Index: 2).
- The DarkProphet can fire short concentrated bursts (SS) of solid
fuel or a sustained stream (FA).
- The DarkProphet produces Elemental Fire Effects, similar to any
fire-based magical spell.
Name |
Type |
Conceal |
Weight |
Mode |
DC |
Ammo |
Cost |
Avail |
SI |
DarkProphet |
FT |
-- |
10 |
SS/FA |
12S/18D |
12 |
4,500 � |
16/25 days |
2.5 |
-- |
LMG |
-- |
-- |
BF/FA |
7S |
50 c or belt |
-- |
-- |
-- |
|
Magnus Arms G-42 Gauss Rifle:
Another inovation by the Magnus Team, the new G-42 Gauss Rifle is a master
peice of military technology! The G-42 uses ultra high-powered magnets to
accelerate a light weight ferrous projectile to unbeliveable speed.
Despite it's small mass, the increadible velocity acheived by the
projectile produces a huge amount of kenetic energy and devistating
effects. The weapon also features Magnus' cutting-edge DNI trigger system,
which effectively eliminates the tiniest bit of inaccuracy caused by
pulling a trigger. With the new G-42, your targets will never know what
hit 'em!
- The G-42 comes standard with Mag 3 Scope, Stock, and D.N.I. Trigger
System (Standard trigger systems are availible for non-augmented users).
- The G-42 is completely scilent and produces no recoil.
- The G-42 requires special ammunition. A box of 40 rounds costs 500�
(Availability: 10/12 days, Street Index: 3).
- The G-42's battery pack must be recharged every 30 shots
Name |
Type |
Conceal |
Weight |
Mode |
DC |
Ammo |
Cost |
Avail |
SI |
G-42 |
SN |
2 |
5.25 |
SA |
15S |
12 c |
8,200 � |
18/40 days |
4 |
|
Magnus Arms "HellFire" Plasma
Carbine: Your enemies will live in fear of this devistating new
weapon. The HellFire Plasma Carbine fires Magnus' new 30mm Plasma�
Grenades, brutal little devices implimenting DarkFire� solid fuel and a
white phosphorous coated caseing. As the grenade leaves the weapons
muzzel, contact with air ignites the WP on the grenade's surface. As the
grenade nears it's target, it detonates, spraying it's charge of solid
fuel which inturn is ignited by the flying bits of WP coated caseing.
Needless to say, a burst of these tiny incindiary bombs will take out even
the most well armored targets. The HellFire Plasma Carbine is sure to heat
things up!
- The HellFire comes standard with Stock, GasVent III Recoil
Compensation, Integral SmartGun II, and Range Finder Grenade Link.
- Double all uncompensated recoil for this weapon.
- The HellFire produces Elemental Fire Effects similar to any
fire-based magical spell.
- The HellFire requires special ammunition. A box of 20 rounds costs
1000� (Availability: 10/20 days, Street Index: 2).
Name |
Type |
Conceal |
Weight |
Mode |
DC |
Ammo |
Cost |
Avail |
SI |
HellFire |
GL |
2 |
7 |
BF |
16D (+6M/turn) |
18 c |
4,500 � |
18/30 days |
2.5 |
|
Magnus Arms "Meanad" AutoGrenade
Launcher: This shoulder mounted monster is a heavy weapon
specialist's dream! The Meanad combines the brutal power of an auto-fire
grenade launcer with the suppression capibilities of a medium machine gun.
A favorite among Imperial Japanese ground troops, this battle tested
beauty has on many occasions allowed a single man to hold stratigic
positions against whole units of enemy troops. The Meanad is sure to
revolutionize the battle feilds of tomorrow, so get yours today!
- The Maenad comes standard with Integral SmartGun II, GasVent III,
and Range Finder Grenade Link.
- The Meanad fires three mini grenades per burst. Calculate the Damage
Code per standard Burst Fire Rules, but add +2 per round, instead of +1
(ie: a three round burst of 15S grenades would do 21D). To determine the
area of the attack's blast, use the standard blast reduction rateing,
but use the base damage code of the burst when reducing the blasts
power.
- Double all uncompensated recoil when useing the Auto Grenade
Launcher.
Name |
Type |
Conceal |
Weight |
Mode |
DC |
Ammo |
Cost |
Avail |
SI |
Meanad |
GL |
-- |
12 |
BF |
* |
20 drum |
9,000 � |
20/50 days |
4 |
-- |
MMG |
-- |
-- |
BF/FA |
10S |
50 c or belt |
-- |
-- |
-- |
|
Gas Rounds: Designed for
LoneStar's S-14 RiotStopper, Gas Rounds are the pintical of non-lethal
weapon technology. Each shell contains a charge of compressed gas and a
specially designed range-finder micro chip. When the round comes with in a
set distance of the target, the gas is discharged in a vectored plume
right into the targets face! Criminals beware!
- Standard GasRounds are loaded with an aerosol form of
Gamma-Scopelamine (10D stun). See the Corporate Security Hand book for
other effects of the drug.
- Players may buy a small kit which allows them to load any drug they
desire into GasRounds. The Kit costs 350� (Availability: 10/15 days,
Street Index: 1.5). Empty GasRounds cost the same as the standard
Gamma-Scope loaded shells.
- Note that spent GasRounds can not be reloaded using the Kit.
Name |
Type |
Damage |
Cost |
Avail |
SI |
Gas Rounds |
SG |
** |
300 � |
10/12 days |
1.5 |
|
Monofiliment Rounds:
Monofiliment Rounds are a nasty little addition to any shotgun. The shell
contains two large weighted lead masses conected with a reenforced strand
of monowire. After exiting the weapons muzzel this "monofiliment bolo"
cuts through the air shredding anything it's path. They've been known to
remove limbs (and heads) on multiple occasions....
- Monofiliment Rounds are highly affective against unarmored targets,
but easily stoped by even light armor. The damage code listed below is
used for unarmored targets. Reduce the power of the attack by three and
lower the damage level by one when this ammunition is used against
armored targets. Note that the power of the attack is reduced by the
impact rateing of the target in this case.
- If a target takes Deadly damage from a Monofiliment Rounds that
character looses a limb. The gamemaster should determine which limb
(head included) at random, unless the attacker made a called shot.
Name |
Type |
Damage |
Cost |
Avail |
SI |
Monofiliment Rounds |
SG |
10D |
400 � |
12/16 days |
2 |
|
Hi-Exposive Armor-Peircing Depleated
Uranium Core Rounds: HEAPDUC rounds were originally designed
for anti vehical purposes, but due to thier incredible efficiency and high
demand, they are now availible for personal assault weapons as well.
HEAPDUC rounds combine the brutal power of a high density explosive round
and the penitration power of a solid armor peircing round. The result is a
heavy bullet that will punch through almost anything.
- HEAPDUC ammo adds one to the damage level of the weapon in which it
is used.
- Note that this ammo is extreamly heavy. When used in drum or belt
feeds the gamemaster should determine how much heavier the weapon
becomes.
Name |
Type |
Damage |
Cost |
Avail |
SI |
HEAPDUC Rounds |
ALL |
+1 DL |
800 � |
16/20 days |
2 |
|
Monofiliment Grenades:
Monofiliment Grenades are the solition to all your anti-personel problems.
This small egg shaped device is packed with thousands of tiny strands of
monofiliment. After the grenade lands, it settles onto its weighted bottom
and explodes, sending it's razor sharp contents ripping through the air,
and anyone unlucky enough to be caught in the blast. Not a fun mess to
clean up, let me tell you!
- Monofiliment Grenades are NOT availible as minigrenades.
- The blast of a Monofiliment Grenade represents a spray of flying
monofiliment. This blast has no affect on any barriers, and is stoped by
even light matterials (with the possible exception of thin glass). Note
that the rules for "Blast in a Confined Space" (SR3 pg.119) do not apply
to Monofiliment Grenades.
- Armor values of targets hit by a Monofiliment Grenade are not
modified because it is assumed that in almost all cases some portion of
the target is exposed to the shredding blast of the device. Calculate
damage as normal, using impact armor to reduce the power of the attack.
- Reduce the power of the Grenade by 1 for every .5 meters the blast
travels.
Name |
Type |
Damage |
Cost |
Avail |
SI |
Monofiliment Grenades |
HAND |
12S |
2000 � |
16/20 days |
3 |
|
Plasma� Grenades: A hand
delivered version of Magnus' new Plasma Grenade is now availible. This
incindiary explosive device contains a charge of DarkFire� solid fuel and
tiny bits of white phosphorus. Upon detonation, the grenade sprays it's
contents in a huge blast. The WP ignites on contact with air, which inturn
ignites the solid fuel. When you have to terminate your target with
extream prejudice, a Plasma Grenade it the right tool for the job!
- Plasma Grenades are NOT availible as minigrenades. (The minigrenade
version is only availible for use with the HellFire Plasma Carbine
listed above)
- Plasma Grenades are highly incindiary and produce Elemental Fire
Effects similar to any fire based magical spell.
- The rules for "Blast in a Confined Space" (SR3 pg.119) do not apply
to Plasma Grenades.
- Reduce the power of the Grenade by 5 for every 1 meter the blast
travels.
Name |
Type |
Damage |
Cost |
Avail |
SI |
Plasma Grenades |
HAND |
15S (+6M/turn) |
1200 � |
14/16 days |
2 |
|
Armor Peircing Grenades:
These nasty little explosives were developed for the UCAS military to take
out heavily armored targets in combat. The Greanade is designed much like
and armor peircing bullet, extreamly hard materials, kevlar to reduce air
friction and thus mushrooming, highly tappered point, etc. They are timed
to delay detonation until just after impact with a target, thus allowing
the projectile to punch through any armor and explode from the inside out.
Truely a devistating weapon when used effectively!
- AP Grenades are ONLY availible as minigrenades.
- Reduce the targets impact armor rating by one half when determining
damage from an AP Grenade.
- AP Grenades can not be air timed. They will only explode with a
direct hit. Note that if a target dodges using combat pool, the grenade
will not explode unless it hits another solid object near by.
- Reduce the power of the Grenade by 5 for every 1 meter the blast
travels.
Name |
Type |
Damage |
Cost |
Avail |
SI |
AP Grenades |
GL |
15S |
200 � |
9/13 days |
1.5 |
|
Shock Grenades: Designed for
use with the LoneStar S-14 RiotStopper, Shock Grenades represent another
great advancement in the feild of non-leathal criminal controll devices.
The Grenade is actually a tightly packed net of conductive fibers attached
to high-powered capacitors that act as weights. When the grenade reaches a
certain distance from it's target, the device detonates deploying the net
which entangles it's victim and electrocutes them into submission!
- Shock Grenades are ONLY availible as minigrenades.
- The net released by a Shock Grenade is designed to only engulf one
person, but a second person can be engulfed if they are with in 1 meter
of the intended target. If the net entangles two people, reduce the
damage level by one and half the power of the attack (6S). Note that the
net cannot entangle more than two.
- Anyone who comes in contact with the net released by a Shock Grenade
but is not entangled must resist 4L stun damage. Note that this also
applys to a third or forth person with in 1 meter of an intended target.
Name |
Type |
Damage |
Cost |
Avail |
SI |
Shock Grenades |
GL |
12D (stun) |
200 � |
9/13 days |
1.5 |
|
Vector� Grenades: Originially
designed for the CAS Special Forces, the Vector Grenade is the ultimate
personal explosive for close quarters combat. The shell of the grenade is
designed to "vector" or direct the blast of the device toward and though
any target directly in its path. This drastically reduces uncontrolled
side blast and is ideal for use in tight hall ways, knocking down doors
and other obsticals, or taking out that cybermantic troll that won't get
out of your way. With Vector Grenades, no barrier is too thick to blast
through!
- Vector Grenades are ONLY availible as minigrenades.
- Reduce the barrier rateing or impact armor rateing of anything hit
by a Vector Grenade by one half.
- Vector Grenades have a cone shaped blast that moves away from the
attacker who fired the grenade. Treat this as a shotgun blast with a set
choke of 2 (begin reducing power from the point where the grenade
detonates, not from the muzzel of the grenade launcher).
- Reduce the power of the Grenade by 3 for every 1 meter the blast
travels.
Name |
Type |
Damage |
Cost |
Avail |
SI |
Vector Grenades |
GL |
12D |
600 � |
10/15 days |
2 |
|
Core Burner: This handy
little device was designed by demolition experts at Ares for those tough
situations when you need to get through a door or open a locked container,
but you don't have the luxury of loud explosions. The Core Burner is a
small device containing a mixture of highly flamible materials and
chemical catalists. Once activated, the device burns it's internal fuel at
an increadible rate, producing a cone of ultra-intense heat that will melt
though anything (even a car's engine block). There isn't a lock made that
will stand up to this nasty little key!
- The Core Burner produces it's affect over a narrowly confined area.
The damage is concentrated in a .1 meter by .1 meter space, and
therefore has an extreme effect. Reduce the barrier rateing or armor
rating of anything the Core Burner is used against by one half.
Name |
Damage |
Cost |
Avail |
SI |
Core Burner |
12D |
500 � |
4/12 hours |
1 |
|
Nitrous Based Shape Charge:
Why spend money on expensive industrial explosives? With Magnus' new easy
to use demolitions kit you can produce your very own nitrous based shape
charges right at home! Magnus supplies you with everthing you need to make
these safe, stable and relyable explosives, all you need is time and
something you want to blow up!
- Nitrous Based Shape Charges fallow the same rules as industrial
explosives in SR3. The power of the blast is increased by the number of
success the user acheives in an unopposed Demolitions (4) Test. See the
rules in SR3 for more information on blast radius and effects.
Name |
Rating |
Damage |
Cost |
Avail |
SI |
Nitrous Shape Charge |
5 |
8D |
400 �/kit (makes 1 kilo) |
6/32 hours |
1 |
|
Hull Cracker: The Hull
Cracker was developed by the UCAS Navy SEALs for taking out enemy vessels
at sea. The device consists of a huge water-proof explosive charge
attached to powerful electromagnets. Just swim up to that pirate ship,
slap this baby on it's hull and watch the fire works from a safe distance
away. The Hull Cracker is gurantied to down any vessel!!
- The Hull Cracker is an antiship weapon. The damage below (12DN) is
based on the Ship Combat Rules from the Cyberpirates Sourcebook. Note
that this is more than enough to destroy any standard vehical, and would
probably level most buildings. Gamemasters are encouraged to use this
more as a game device than an actual weapon (especially against thier
players, as no character would survive the blast).
Name |
Rating |
Damage |
Cost |
Avail |
SI |
Hull Cracker |
10 |
12DN |
10,000 � |
20/30 days |
3 |
|