Caltrop Grenades - golf-ball-sized, ceramic spheres that contain thousands of tiny metal bearings, released when the grenade is dropped and shatters - pursuers may make a RS check to avoid falling (1d5 dmg) and must walk slowly (assuming they see the balls) at 1/2 normal speed for the next 2 turns. Damage: slick surface Defenses: RS check Weight: insignificant Cost: 10 Chaff Grenade - When detonated a chaff grenade scatters heated aluminum/ ceramic composite fibers in a 10 meter radius that interferes with any images seen through infrared goggles or scanners. IR scopes and laser sights are ineffective for the 5 turns it takes for the cloud of debris to settle. For a character trying to monitor movement through IR goggles, he will have no information available for during this time. Weight: Insignificant Cost: 10 cr. Concussion Grenade - These grenades create a powerful shock wave in a 5 meter radius. Characters within this radius must pass a STAMINA check or be stunned for d100 turns. Characters wearing protective headphones or earplugs recieve a +10 modifier to their STAMINA check. Weight: Insignificant Cost: 10 cr. Electric Whip - An electric whip is similar to a regular whip but made of a conductive filament. The handle holds a 20 SEU clip or can be connected to a belt or back pack. Every strike uses up 2 SEU. On a roll of 01-05 the victim is snared and is automatically shocked each turn until the victim passes a DEXTERITY check to free himself. The whip can be set to either stun or shock. Damage: 2d10 / stun Defenses: Gauss Screen / Anti-shock Implant Ammo: 20 SEU clip SEU use: 2 SEU / attack Weight: 2 Cost: 100 Structural Damage: none Melee Modifier: -5 / -1 Column Shift Garrote - A garrote is any thin, strong filament that can be wrapped around a humanoid's neck to constrict and crush their trachea, cutting off their airway and thereby killing them. The generic garrote described here is a retractable 60 cm. line wound inside a metal bracelet - a ring can be gripped and pulled to extend the line to full length. A Garrote attack is a special case of the Wrestling attack. The user must have initiative and begin the combat turn behind the victim. If the target is unaware of the attacker, the hit is automatic. The attack is a normal melee roll, modified if the Melee skill is known. On a successful attack the garrote is firmly wrapped around the victim's neck and the victim takes 1d10 pts. actual damage, 2d10 pts. virtual damage each turn starting with the first turn. The virtual damage is used to assess how long the victim is conscious - when virtual STAMINA reaches zero during a garrote attack, the victim has passed out even though his actual STAMINA is still above zero. If a victim breaks free, only the actual damage has been inflicted. If the victim does not bring at least one of his hands up to fight against the constriction, insisting on grabbing a weapon or other action, then the virtual damage is 2d10 + 5 per turn. A victim of a garrote attack can only break free by inflicting damage on the attacker. This can be a counter-wrestling move as described in the combat rules, but at -10 modifier and is rationalized as the victim trying to heave the attacker against nearby objects to inflict damage. Damage will be the victim's Punch Score. Other attacks, of course, are possible but will be difficult given the victim's position. For 1-10 points inflicted in a turn on the attacker, the attacker must roll a STRENGTH check or release his hold. For 11-20 points the attacker rolls at a STRENGHT check at -20. Inertia screens and skeinsuits offer no protection. Garrotes are ineffective against Vrusk or Dralasites. Weight: Insignificant Cost: 10 cr. Gel Rounds - Gel rounds are small gel capsules that contain one of many contact agents that are absorbed through the skin (available in Stayput, poison, or foraline drugs similar in strength to a stayput patch). The capsules burst on contact, seeping through normal clothing but not defensive suits. The capsules can be fired as a called shot. Gel rounds can be bought for automatic or gyrojet weapons. Weight: Insignificant Cost: 10 cr. Heavy Ordinance Harness - (as seen in the movie “Aliens”) Also known as a "waldo" gyro-stabilizer, this heavy fabric harness fits like a vest and shorts with pockets for 10 clips and a special pivot servo on each hip. For 50 credits any heavy weapon can be modified to fit the servo, making it easier to carry and fire (those with Weapons: Repair skill can do this). Using a Waldo effectively cuts a heavy weapon's weight by 5 kilograms, so more heavy weapons can be carried by characters without being encumbered. It also cuts down on the kick-back associated with heavy weapons. Due to the heat generated and the awkward shape of most large weapons, a battle harness is a must for carrying a heavy weapon in a ready-to-fire position for any length of time. Infantry squads typically have a heavy-ordnance soldier strapped into a harness and ready with a machine gun or heavy laser. It takes 2 turns to don a harness or connect a heavy weapon (already modified), 1 turn to get out of the harness or disengage a connected weapon from it. Movement is reduced by 1/3 for the wearer and Reaction Speed reduced by 10. Harness supports 25 kg. maximum load and can fit any race. Weight: 3 kg. Cost: 100 cr. Knuckle Knife - A heavier knife that features a knuckle guard around the handle that may be used as brass knuckles and may even have spikes protruding from it (3x Punch Score when used). Much harder to lose in combat (any roll to disarm is at a Basic-to-Hit chance -30 instead of -20 against a knuckle knife). Damage: 1d10 / 12 Defenses: skein suit / inertial screen Weight: insignificant Cost: 20 Structural Damage: 2 Melee Modifier: +10 / +1 Column Shift Laser Sight - A laser sight mounted on a pistol or rifle projects an infra-red beam along the sight-line of the gun's barrel, indicating where the next shot will fall. It cannot be used with any other sight/scope mounted on a gun. Sighting with a laser sight increases the shooter's to-hit chance by +10 but only on the first shot if multiple shots are fired that turn - a ‘burst' is considered a single shot in terms of sighting. Sighting takes no time from a combat turn. The +10 modifier is only good for up to medium range and will not work under soft or hard cover. One caveat to users is that the sight is highly visible in dark rooms. Weight: Insignificant Cost: 50 cr. Net, Weighted - A popular hunting item, it is thrown over the prey - the weights hinder its removal. Drawcords held by the attacker can then close the net, bagging the target. Anyone caught in a thrown weighted net must make an immediate REACTION SPEED check on the first turn to escape, a DEXTERITY check every turn afterwards to escape. Once the drawcords are pulled, however, the victim cannot escape - this requires the attacker to move close enough to pull the cords closed. Slashing through the net takes a while, using bladed weapons against 30 structure points - characters must make DEXTERITY rolls each turn after the 30 points are slashed to see if they are freed. A weighted net is sometimes used in snares, using an overhead cord to pull the victim up and the net closed. In this case there is only an initial RS check to avoid the trap, but no checks to open the net once closed. Characters with the Survival skill have a chance to detect and avoid such traps. Damage: entrapment Defenses: RS check Weight: 3 Cost: 35 Melee Modifier: -15 / -2 Column Shift Sap Glove - A sap glove describes any glove laden with weights or spikes to increase punching damage. A sap glove inflicts 1d10+5 pts. damage. Characters suffer a -10% chance to hit with melee weapons held by hands wearing sap gloves. Weight: Insignificant Cost: 5 cr. Stun Rounds - Stun rounds are essentially rubber bullets, causing only 1d4 dmg. They are most effective in crowd control. For each stun round that hits, a character makes a STAMINA check or is stunned for 1d10 turns. Stun rounds can be bought for automatic or gyrojet weapons. Weight: Insignificant Cost: 2 cr. Shotgun - Not as common a weapon with the advent of the automatic rifle, the shotgun is still a favorite among shock ground troops and mercenaries for close-quarter combat. Shells come individually and are loaded into a 6-shot reservoir. It takes one full turn to chamber and fire 2 shells. It takes 1 turn to reload 3 shells. Shells are considered scatter-shot and are very concussive - targets within 10 meters must pass a STRENGTH check ea. hit or be knocked down. Each shell does 3d10 points damage; multiple targets within a 5-meter spread divide damage at PB and Short ranges (10 meters). Also, there is a +10 / +1 Column Shift modifier to hit at up to Short Range of 10 meters. On a roll of 01-05 a shotgun jams and 1 full turn must be taken to fix the problem. Damage: 3d10 Defenses: skeinsuit / inertia screen Ammo: 6 shell capacity Rate of Fire: 2 Weight: 4 Cost: 200 Structural Damage: 20 per shell Shotgun (Double-Barrel) - The double-barrelled shotgun is the oldest version of the shotgun. It is common on primitive worlds and among criminals. It holds two shells and has an option to fire one or both shells in a turn - characters must specify which setting. Reload time is one turn, so rate of fire is either one shot each turn for two turns and a reload, or two shots simultaneously in one turn, then reload. Shells are considered scatter-shot and are very concussive - targets within 10 meters must pass a STRENGTH check ea. hit or be knocked down. Each shell does 3d10 points damage; multiple targets within a 5-meter spread divide damage at PB and Short ranges (10 meters). Also, there is a +10 / +1 Column Shift modifier to hit at up to Short Range of 10 meters. On a roll of 01-05 a shotgun jams and 1 full turn must be taken to fix the problem. Damage: 3d10 per shot Defenses: skeinsuit / inertia screen Ammo: 2 shells Rate of Fire: 1 per 2 or 3 turns Weight: 4 Cost: 100 Structural Damage: 20 per shell Shotgun (Auto) - (source: Italian-French 12-guage special-purpose auto shotgun (s.p.a.s.)) The shotgun was refined into an automatic model that is considerably more expensive. The autoshotgun shells are smaller and fit into a 10-shot magazine, allowing 4 shots per turn. Reload time is one turn. The autoshotgun comes with a folding stock for one-arm use. Shells are considered scatter-shot and are very concussive - targets within 10 meters must pass a STRENGTH check at +10 ea. hit or be knocked down. Each shell does 2d10 points damage; multiple targets within a 5-meter spread divide damage at PB and Short ranges (10 meters). Also, there is a +10 / +1 Column Shift modifier to hit at up to Short Range of 10 meters. On a roll of 01-05 a shotgun jams and 1 full turn must be taken to fix the problem. Damage: 3d10 Defenses: skeinsuit / inertia screen Ammo: 10 shells per clip Rate of Fire: 3 Weight: 5 Cost: 500 Structural Damage: 20 per shell Shotgun Ammunition: 10 cr. for 50 shells (5 kg. total weight) 10 cr. for 1 autoshotgun clip (1 kg. total weight) Shotgun Ranges: Alpha Dawn System: PB/Short/Medium/Long/Extreme 0-5/6-10/11-20/21-30/31-50 Zebulon System Short/Medium/Long 0-5/06-15/16-30 Vibrosword - A vibrosword is a larger version of the virbroknife. It has a longer, 50 cm. saw-toothed blade. It causes 4d10 points damage instead of 2d10, and uses 2 SEU per hit instead of 1. It lends a +10 melee weapon modifier instead of +5. Weight: 2 kg. Cost: 50 cr. Laser Sniper Rifle (developed by Albin Johnson and Andrew Chang) Damage: 20d10 Defenses: albedo suit/screen Ammo: Sniper Clip - 240 SEU - 1 kg. - 350 cr. SEU use: 20 SEU / shot Rate of Fire: 1 (special) Weight: 6 kg. Cost: 3000-4000 cr. Structural Damage: 5 / SEU Status: Illegal on all worlds 1. A sniper rifle is used only for long-distance, thoroughly-prepared shots. Using the sniper rifle requires the rifle be set up properly (taking 10 turns or longer if sniper is trying to remain hidden) and aimed for at least another 10 turns minus 1 turn per level of PGS skill of user. Aiming an LSR requires a set of magnigoggles that can easily be plugged into scope and range-finder built into the rifle. 2. Rate Of Fire - 1 shot per turn, up to 6 shots, then requires a restingperiod of 6 turns as the big coil used to propel the shot long ranges recharges. 3. Basic-To-Hit chance is -20 for anyone using it as a normal short- range weapon in quick combat. 4. Accepts only LSR (sniper) clips (high-powered clips for long-range shots) which carry 12 rounds (240 seu), weigh 1 kilo, and cost 350 credits. 5. Damage setting is fixed at 20d10. Any character with a Physics skill level 4 can instantly identify the ballistics signature of this weapon. 6. The LSR itself is a work of art - light enough to carry but efficientenough to deliver long-range, high-impact shots. LSR rifles are illegal on all worlds, used primarily by the military and contract assassins. Costs vary with the black market, anywhere between 3000 and 4000 credits. It comes in a long black case and can easily be damaged, due to its precision balance and composition. Any character with Weapons: Repair can return an LSR to operating condition. 7. Use of the LSR's scopes in broad daylight runs the risk of reflectingthe sun and giving away the shooter's position. For this reason it is recommended to flip open the scope hood at the last possible second. An exposed scope during the day runs a risk of detection per turn left up to the GM's discretion. 8. The laser sighting on an LSR can also be 'bounced' off a reflective target, providing a sight-line for any guided missiles locked into that beam's frequency. The sighting procedure requires two radiophones connected for 1d10 turns to lock the missile on-target.